Tactiques Scenarios PDF
Tactiques Scenarios PDF
Tactiques Scenarios PDF
Board Placement:
Balance:
Victory Conditions: The German Paratroops win if, at the end of the scenario, the
two airfield runways are clear of good order allied units within 2 hexes range; hexes of runway not included (i.e. the zone bounded by the hexes: 11AA10-14L8-M9-O8-O5-M4-L4-I3G4-G7-E8-E10 inclusive)
END
12
Aftermath: Benefitting from the support of the paratroops the men of Luftlande-
1. EC are dry with no wind at start. The direction of the wind should still be determined by a dr for Air
Drop purposes.
2. All Woods are Brush, Orchard is Olive Grove and Grain is Vineyard. All Buildings are single story
buildings. All board 14 Buildings are wooden. The buildings of board 11 preserve their characteristics.
3. An air call is available for the Germans in the form of 3 Stukas which enter according to rule E7.2.
Their presence is limited to 2 consecutive turns.
4. The British Matilda cannot set up in a building.
5. The German SAN is 3 during the 2 first turns, then goes up to 4.
Sturmregiment succeeded in taking control of one part of the airfield in spite of the resistance
of the New Zealanders. A little later, a flood of mortar shells fell down on the runway of the
airfield, and a Junker 52 landed under the fire of the New Zealand machine-guns. It succeeded
in discharging cases of ammunition the Germans would soon have missed, and loaded with
wounded, took off without damage. The control of the airport was soon in hand, with the airborne troops and the British artillery shelling the runway which didnt stop the landing of the
Ju 52, unloading 650 Gebirgs-jger of Gebirgs-jgers-regiment 100. By the evening of May
21, the German situation in Crete was much better and the conquest of the island could start.
Board Placement:
Balance:
Replace the 8-0 leader of the Russian
reinforcements with one 8-1
Add 2 LMG to the OB of company M
Victory Conditions:
The winner is the side which, at the end of the scenario, entirely controls building K5.
END
Aftermath: Disguised as Germans, five Russian soldiers succeeded in creating a sufficient breach so
that the patrol could penetrate in the city . It took position at 0130 hrs in buildings and tried as much as
possible to badger the Germans, already exhausted by three days of uninterrupted combat. However, the
commander of Company M delegated on the spot his sections of command and reserve and succeeded in
eliminating the pocket. The Russians had to retreat while a commissar and some men heroically defended their positions. The Russian command decided to benefit from the situation to bear down on the hastily reconstituted German line of defense but an artillery barrage of the group attached to the 1st batallion
put an end to this offensive. It was only towards 0930 hrs that the last Russian defenders surrendered.
UNEASY WITHDRAWAL
Translated by Coastal Fortress Gaming Group
Board Placement:
Balance:
Victory Conditions:
The Japanese must exit more VP by the southern edge than the
Australian player does, with a minimum of 10.
END
SSR:
1. EC are wet with no wind. PTO Terrain rules apply (G.1).
2. Place overlay 2 in 34T2-T1.
3. The streams are shallow (B20.4).
4. All the Australian units can be placed in foxholes and two
squads (or equivalent) can set up HIP.
5. Prisoners do not count for VP (remember that No Quarter
applies; G1.621).
Aftermath: Day after day, the Japanese continued attacking the Australian units, emerging like devils from every direction. On September 7th, near the village of Efogi, the
Australian rear-guard was attacked. The combat was reduced to violent man-to-man fighting under a flood of mortar shells, and again the Aussies withdrew under the pressure of
the Japanese. But, at the beginning of September, the American-Australian forces pushed
back an amphibious attack on Milne Bay (of New Guinea). This danger aside, columns
then constantly began reinforcing the Australian defense. By September 17, Horii was
stopped for good, within 48 kilometers of Port Moresby. For his troops that meant the
impossible: to revive the nightmare of Mt. Stanley in the opposite direction. One month
later, the survivors still found themselves on the Kokoda Trail, devouring the corpses of
those who had fallen just to survive. While fighting step by step, the Australian soldiers had
shown that they were the first that could beat the Japanese, even in the jungle.
I R EMEMBER
Translated by Coastal Fortress Gaming Group
Balance:
Victory Conditions: The winner is the side which completely controls
(A26.12) building 8W6 at the end of the game.
END
Elements of PanzerGrenadier Rgt 200 and Armoured PanzerAbteilung 190 (PzrGren. Div. 90. Sardinien) [ ELR:4 ]
set up north of the ravine:{SAN:5}:
Aftermath: Under a flood of fire, company C managed to cross and, slowly, but with a savage will,
approached Casa Berardi. With Shermans slowed down by mud, the Canadians destroyed the first tank with
a PIAT. But the enemy was everywhere, and the losses were horrible. They are on the right, on the left and
behind us, only one solution, right in front! howled Captain Triquet. Literally crazed, the men gathered themselves and attempted to destroy Casa Berardi with grenades. The attack force was at that point reduced to fifteen valid mens and two tanks. The other companies were blocked by the machine-guns which still swept the
ravine and their ammunition was becoming exhausted. But the cherished position was held all afternoon. In
the evening, the valorous Van Doos of the Royal 22nd consolidated their defense; the two following days,
they pushed back the furious counter-attacks of the paras of the 3rd regiment. The day of the 14th had seen a
hero, Captain Triquet. First of all the Canadians in the countryside of Italy, he would be decorated with the
Victoria Cross, the highest British distinction, bringing honor to Quebec and with his currency I Remember.
Board Placement:
Balance:
Add 1 MTR to the
British OB
Victory Conditions:
The British win as soon as they destroy the four 75 ARTguns placed in the bunkers.
END
(See SSR 6)
factors
Elements of the 9th Parachute Battalion [ELR:5] enter on turn 1 by parachuting (Air Drop E.9){SAN:2}:
(See SSR 5)
Scenario Design: Jean-Luc Bchennec 90
SSR:
1. EC are moderate with a Mild Breeze from the northwest.
2. Night rules are used (E1). The basic NVR (E1.1) is 4 hexes with full moon and scattered
clouds. (E1.12) The Germans are the defenders (E1.2) and the British the attackers. The British
may not utilise Cloaking (E1.41 & (E9.11). The British are Stealthy and the German Normal.
3. The German Sniper is placed on the board immediately after the landing of the British paratroopers (E9.4). The British Sniper is placed on the board at the end of the first of British play.
4. DC allotted to the British are Bangalore Torpedoes intended exclusively to destroy barbed wire
according to standard rules (B26.51, also see B25.45). These DC cannot be employed for other
uses.
5. The British player has the possibility of exchanging up to three squads for an equal number on
the recon dr. (E1.23).
6. The four gunsand their crews, must be placed in Pillboxes, on board 19, between hexrows M
and V inclusive. Only one gun can occupy a hexrow. The CAof Pillboxes must be directed
towards the northwest. The guns are placed to be used against targets located at sea and cannot be used against a ground target. Pillboxes and the guns in them can set up HIPin the normal method; but the presence of a pillbox must revealed if an enemy squad is within two hexes
or less provided that the NVR is 2.
7. Considering the number of fortifications set up HIP, it is advisable to set up the German fortifications on a second board 19 hidden from sight of the British player, or on a desert board.
Management of what is seen or not by the adversary is thus facilitated. When the British
player discovers a fortification, transfer it to the game board being played upon.
Aftermath:
After gathering his men, Lt. Col. Otway decided to divide his forces into seven
groups. Two groups tackled the barbed wire to open the way for four groups, which
were to destroy the guns. The last group was to make a diversionary attack at the principal entry of the German position. When the attack started, the two gliders which had
to land in the heart of the position appeared. Unfortunately, not managing to locate
the site, they landed 200 meters away. The combat intensified and, attacking on several fronts at the same time, the British managed to progress rather quickly in spite of
the keen German defense. The garrison finally surrendered. 100 of the 130 defenders
and 70 paratroopers were killed or wounded by the end of the battle.
COUNTERATTACK AT VILLERS-BOCAGE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Replace Armor Leader 9-1
with a 9-2
VICTORY CONDITIONS: The Germans win if, at the end of the game, they control
(A26.12) all the multi-hex buildings located on board 10 without losing (through any means,
including immobilization and recall) more than 2 fully-tracked AFVs.
END
Detachment of A Company, 1st Rifle Brigade and B Company of County of London Yeomanry [ELR:4]
set up according to SSR 5 {SAN:4}:
SSR:
1. EC are moderate with no wind at start.
2. The hedges are bocage (B9.5).
3. The British cannot use Bore Sighting and Kindling is prohibited.
4. Two British squads or their equivalent can setup HIP (A12.3) along with
any leader and SW stacking with them.
5. The British set up on board 10 between lines Q and GG inclusive. The
half-hexes shared with cards 11 and 18 are acceptable (in opposition to rule
A2.3). The British vehicles cannot be placed in a building and must be
placed ADJACENT to a road hex.
A FTERMATH: Benefitting from surprise, and after having destroyed a column of light
vehicles on hill 213, Wittmann led the attack of 5 Tigers. Tanks and Grenadiers erupted
into the village where a confused fight followed. The British tanks were destroyed one
after the other. Overrun, the Green Jackets resisted as well as they could until the arrival
of reinforcements of the Queens. But the very aggressive Germans were also reinforced
by armored tanks of Panzer-Lehr. The fighting was house-to-house, and by the end of the
day the pressure from the Germans forced the British to withdraw from Villers-Bocage.
That evening, Bomber Command of the RAF crushed the village, which the Germans
partially evacuated. The British attack to widen their bridgehead was stopped. They
would make a new attempt two weeks later with operation Epsom.
TRAP IN CARPIQUET
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Before German setup, the Canadian player must secretly note
one of the two following VCs: control all buildings adjacent to the airfield runways, or
control all multi-hex stone buildings (even if fully rubbled) on boad 12. The Canadian
player wins immedialtely when fulfilling the chosen VC.
END
CANADIANmoves first [275]
Elements of the 1st Battalion,26th Regiment (12th Panzer Division SS Hitlerjugend) [ELR:5]
Set up on boards 4 and 14 on/south of hexrow X and/or on board 12 on/south of hexrow J {SAN:4}:
Elements of the North Shore, De la Chaudire, Royal Winnipeg Rifles regiments of the 10th
armored regiment [ELR:4} Enter on turn 1 along the northern edge {SAN:3}:
SSR:
1. EC are moderate with Mild Breeze from the west.
2. For every building hex on/between hexrow L and W on
board 12, place a Rubble marker in that hex on a dr 2 (+1
drm for a stone building). Moreover, for any multi-story
building hex that contains a Rubble marker, make a seperate
DR. On a white dr 3 place another Rubble marker in the
adjacent hex indicated by the colored dr. A chain of results
is possible (B24.121).
3. All the road hexes are dirt roads (B3.1).
4. All the hedges are bocage (B9.5).
5. One German squad can setup HIP(A12.3), along with any
SW/leader stacked with them.
6. APMines may not be exchanged for AT Mines.
STROLL TO CHAMPFLEURS
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The French win immediately if they score
25 CVPwhile having destroyed 3 enemy AFVs.
END
SSR:
1. EC are Dry, without wind at start. Vehicular Dust rules (F11.74) apply to unpaved roads, but with a DRM
of +1 in place of +2.
2. The German unarmored units must set up on a road hex. The gun must be towed (C10.1). At set up, only the
gun crew may be a passenger of the truck. No MMC/Truck can be placed adjacent to another MMC/Truck.
During turn 1, the German infantry is considered TI (A4.8) and the truck and its passengers cannot move nor
make a Motion Attempt (D2.401). During turn 2, until the end of the German AFPh, the German infantry is
considered Pinned (A7.8) and the truck and all its passengers cannot move (but may make a Motion Attempt).
At set up, there can be no more than 2 AFVs per board.
3. No German unit can set up HIP/concealed nor become concealed during the play.
4. Hedges are bocage (B9.5).
5. Bore Sighting is prohibited.
6. The French are represented by American counters. Use M4 counters for the missing M4A1 counters.
Shermans with armor leaders have gyrostabilisers, the other Shermans do not.
LEZONGAR STRONGHOLD
Translated by Coastal Fortress Gaming Group
BALANCE:
Replace a British LMG with a MMG
END
factors
The FFI (8th Quimper Company and other Breton Companies) [ELR:5]
enter on turn 1 along the north edge of board 13:
AFTERMATH: The attack benefitted from the support of the battery under
Captain Espem, comprised of captured pieces (including one 105mm from
1913 crewed by Gorgiens deserters) which bombarded the position for several days with the support of the Americans. The FFI approached the
German positions under heavy fire. Breeches in the barbed wire opened by
American engineers and tanks allowed a closer attack. Soon, isolated and
encircled, the Germans surrendered in small groups, despite an often stubborn resistance. The FFI were determined and could be considered as the
assault victors. But, after two hours of combat, the Americans, not very
grateful, took control of the German prisoners and interdicted access to the
coastal batteries to the Briton partisans. In spite of this incident, the
Sttzpunkt fell. The Douamenez peninsula and all of Finistre were liberated
and cleared of the enemy.
GET UP KIDS!
Translated by Coastal Fortress Gaming Group
EASTOF KRINKELT, B ELGIUM, December 17,1944: The German counter-offensive in the Ardennes had started the previous day at dawn. After quick successes due to
surprise, the 1st SS-PanzerKorps met increasingly strong opposition from the Americans
and soon, certain regiments were blocked. In order to open Rollbahn A with German
troops and allow a fast progression, the 277th Volks-Grenadier-Division had to take over
the villages of Rocherath and Krinkelt. It was soon obvious to the German command that
it would not succeed alone, and KampfGruppe Mller of the 12th SS-Panzer-division
was sent in reinforcement. After a difficult night advance through the woods to the east
of Krinkelt, the German units got to their attack positions by the morning.
Illustration: JagdPanzer IV/70,photographed in France, end of 1944.
BOARD
PLACEMENT
BALANCE:
German need only exit 35 VP to win
Add a Hero to the US OB of the 23rd IR
Simultaneous set up
(see SSR 3) [168]
11
END
Elements of the 25th SS-Panzer-Grenadier Regiment KampfGruppe Mller,12th SS Panzer Division HitlerJugendof the
SS-PzJg-Abt. 12. [ELR:4]
set up on boards 4 or 5 east of hexrow Pinclusive (see SSR 2, SSR 4):
SSR:
1. EC are Ground Snow (E3.72) with Mild Breeze from the southeast. The roads
are plowed.
2. The set up of the Americans and the Germans is simultaneous. Carefully place a
screen between the two players. Before set up, a secret dr determines which
board each German group sets up on. On a 1-3, the SS are set up on board 4 and
the Volks-Grenadiers on board 5. On a 5-6, the SS set up on board 5 and the
Volks-Grenadiers on board 4.
3. Two American squads of the 393rd Regiment or their equivalent can place HIP
(A12.3) along with any Leader/SWstacked with them.
4. The Panzer IVJ are equipped with Schuerzen.
AFTERMATH: The 3rd Battalion of the 393rd Regiment of Battle Babes, which
was making its first engagement, undertook the initial attack. The Americans had to
retreat, leaving behind several wounded they could not transport. After travelling a
few kilometers, they met up with entrenched positions of the the 3rd Battalion of
the 23rd Infantry Regiment. The Battle Babes had just finished getting into position when the German tanks appeared and attacked the American positions with
their machine-guns. Uncle Sams soldiers and a few Shermans of the 741st Tank
Battalion knocked out several of the German tanks, but the pressure was too strong
and the American positions were overrun. The survivors withdrew to Krinkelt as
night fell. Sgt. V. Mc Garaty of the 393rd and Pfc. J.M. Lopez of the 23rd received
the Medal of Honor for their bravery during these engagements.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS:
END
Elements of 2nd Queens Own Cameron Highlanders, 11th Indian Infantry Brigade (4th Indian Division) and
armoured 7th Royal Regiment Tank. [ELR: 3]
enter on turn 1 on/between 27A1 and 27J10 {SAN:2}:
SSR:
AFTERMATH: Thirty-five minutes after the beginning of the attack, the British
tanks penetrated the camp without infantry support. It was a wave of Matildas that
then caused an indescribable disorder. The Italians reacted with all available
weapons: machine-guns, high-explosive shells, 37mm guns, grenades, rifles. A
cloud of projectiles surrounded each tank as they traversed the camp in all directions, moving and firing. Only the valorous 75mm gun crews kept their positions,
immobilizing about half of the British tanks. But soon they were all crushed or
buried alive. General Maletti was mowed down by a burst of machine-gun fire as
he came out of his tent, light machine-gun in hand, and his son behind him was
seriously wounded. After one hour of this attack, the entire camp surrendered to
the coming infantry. The Matilda became Queen of the Battlefield. In 6 months,
a much more frightening king took the throne: the 88 of Rommel.
COMMANDO SCHENKE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add 1 turn
VICTORY CONDITIONS: The Germans win at the end of the scenario if they
control (A26.12) building X4.
END
SSR:
1. EC are moderate, with no wind at start.
2. All buildings are single-story.
3. Building X4 is fortified (B23.9)
AFTERMATH:
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Russians win at the end of the scenario if they exit
more VPthrough the northern edge of the board (A26.3) than the Spanish/Lettons, with
a minimum of 4 VPbeing infantry.
END
RUSSIAN moves first [154]
SSR:
BALANCE:
Replace the 8-0 leader of the Russian
reinforcements with one 8-1
Add 2 LMG to the OB of company M.
V ICTORY CONDITIONS: The Russians win if they completely control building K5 at the
end of the scenario. The German player wins starting from turn 4 inclusive as soon as there
are no more good order Russian MMC north of hexrow D at the end of a German turn.
END
Infiltrating patrol of the 351st Siberian Rifles division, LVIIth Army [ELR:2]
set up within 3 hexes of L5 {SAN:2}:
BOARD PLACEMENT:
BALANCE:
Add a T-34 M41 to the Russian OB
VICTORY CONDITIONS: The Soviets win at the end of the scenario if they control all
but 2 of the buildings located in the valley of board 24 (24V3 included).
END
SSR:
AFTERMATH: The 37mm antitank guns and mortars did not manage to stop the Soviet
1. EC are ground snow (E3.72) with no wind at start. Steppe rules apply to board 26 (F13.2). The woods
located on the half-hexes numbered 10 of board 24 are extended on to board 26 corresponding halfhexes where they become inherent terrain (A2.3, B.6). Hex 24V3 does not have a level 2. The ground
is frozen and it is impossible to dig foxholes but the guns can be emplaced.
2. The Russian infantry and AFVs have winter camouflage (E3.712).
4. The radio represents an OBAmodule of 105mm with normal ammunition. The leader who has the
radio can set up HIP.
5. German 4-6-8 squads and 2-4-8 HS are considered SS. Their morale is underlined (A1.23) and their
broken morale for both squads and HS is increased by 1 (9 for squads and 8 for HS).
6. The Germans receive air support in the form of 3 Stukas with bombs. Starting on turn 5, the German
player makes a dr at the beginning of his RPh. The stukas enter if the dr is the circled number of
the current turn in the turn roster.
7. The sangars represent snow-made fortifications sprinkled with water to turn the snow to ice. All of
the rules for sangars (F8) apply to them. Moreover, these sangars behave as night fortifications
(E1.16 except, of course, the last sentence). These sangars are considered concealment terrain except for the purpose of gaining concealment during play.
attack. The AFVs counterattacked and one Walloon gun was put out of combat. The
blood of the killed and wounded dyed the snow red along the lines of the defenders. In
spite of the heavy losses inflicted on them by the heavy fire of the German machine-guns,
the Russian infantrymen were soon in contact and grenades rained down on both sides.
One of the groups of Burgundians in forward positions was threatened with encirclement. Under the shock, the defenders retreated from combat after suffering enormous
losses, then launched a counterattack. The combat became increasingly confused and the
tanks, some equipped with flamethrowers, advanced between the isbas (log houses),
crushing in their path any soldiers who stood in their way. Towards 1100 hrs, with the situation desperate, three-quarters of the villages were occupied by the Soviets and survivors of the Legion launched counter-attack after counter-attack to try and dam the flood
of attackers who further increased the pressure with the cry of Hurrah! victory! By the
end of the afternoon, when all seemed lost, Stukas of the Luftwaffe emerged from the
twilight and swooped down on the Soviet forces with the characteristic howl of their
sirens. Thanks to this much hoped for support, the Burgundians launched a last counter-attack and managed to push back the attackers. Finally, a group of Panzers, assisted by
a battalion of Wehrmacht, arrived to relieve what remained of the Wallonia Legion at the
end of the day. 62 Walloons were killed and 110 were wounded.
SUMMER CLEANING
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Remove a 7-0 leader
from the Soviet OB
END
SPANIARD moves first [229]
Elements of 3rd Battalion of 262 nd Infantry Regiment (250th Infantry Division Azul) [ELR:4]
set up on board 5 in hexes numbered 4 {SAN:3}
SSR:
1. EC are moderate, with no wind at start.
2. Brush is Marsh, gullies are shallow streams.
3. The Spaniards are considered Russian for Heat of Battle (A15.1).
4. Only the Russian units can use the paths.
5. 2 Russian squads may set up HIP along with any leader/SW
stacked with them.
6. The guns may start towed.
AFTERMATH: Antitank guns were brought up in the first line. With their
support, the Spaniards again began to advance but the Soviet resistance was
strong and losses accumulated in both camps. Captain Milans de Bosch,
wounded by enemy fire, refused to be evacuated. The battalion continued to
advance only to be blocked west of its objective, Maloye Samoshie. The
3/262 carried out the major penetration in this sector but lost 80 men. With
its far forward position likely to be encircled, the 3/262 received orders the
next day to withdraw and regroup.
BREN GUNS
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add a 4-4-7 and a LMG to the 70th
battalion of Georgian Infantry
END
SSR:
1. EC are moderate, with no wind at start.
2. Partisans MMC may not form multi-location FG. Partisan units possessing 1 functioning
LMG, and all leaders stacked with them are considered fanatic. British LMGs and PIATs are
not considered captured by the partisans. 2 Allied squad-equivalents may set up HIP, along
with any Leaders/SWs stacked with them [EXC: In the VC buildings]. SAS units are stealthy.
3. Until they lose concealment, the SAS units may be represented by equivalent Russian units
(628/328 MMCs, leaders and LMGs and ATRs for PIATs) in order to preserve the fog of war
and to keep their locations secret.
4. Starting from turn 5, Allied units (broken or not) may leave the playing area through the northern edge without adding to the German CVPs.
5. The German receives one module of 80mm battalion mortar OBA.
6. Starting from turn 5, the Allied side receives aerial support in the form of American FBs without bombs, with entry determined as per E7.2. Their number is determined by a dr divided by
3 (FRU).
AFTERMATH:
The Bren guns, placed at the woods edge, held the German
attack until their crews were dislodged by mortar shells. The wounded were
immediately evacuated to the Sainte-Genevieve castle. Realizing the strength of
the attack, the partisans decided to call London for aerial support. After a pause,
the German attack resumed at 1400 hrs with the support of the paratroopers of the
Kreta division, followed by the 708th battalion of Georgian infantry. Around
1530 hrs, Thunderbolts from the Normandy bridgehead arrived and strafed the
German troops, halting their advance, but after their departure around 1630 hrs the
attack was resumed again. By 1730 hrs, the partisans were obliged to withdraw
toward the castle, and eventually abandon it. At 1900 hrs, it was briefly retaken
by an SAS counter-attack but at 2000 hrs, the arrival of new German reinforcements finally forced the partisans into a total withdrawal; this was successfully
completed by 2200 hrs after the Maquis destroyed most of their equipment.
MAY DAY!
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add a hero to the Canadian OB
VICTORY CONDITIONS: The Canadians win if they control (A26.12) all the multihex stone buildings of board 10 at the end of the scenario.
END
CANADIAN moves first [275]
SSR:
AFTERMATH: The patrols report was erroneous. Indeed, while they were exploring
the village, the SS were camouflaged and awaiting a more interesting objective.
Therefore, as soon as the Canadians arrived near May-Sur-Orne, they came under a
true flood of fire that killed all but fifteen men. In fact, the Black Watchs bad luck continued: being behind schedule, they could not benefit from the artillery barrage from
the 5 th Regiment of Canadian Royal artillery. A squadron of the 6th Canadian regiment
penetrated May-Sur-Orne, but not seeing the other Canadians, and attacked by antitank weapons, they withdrew. As night fell, the French Canadians of the Maisonneuve
regiment made another attempt which also failed.
CHRISTMAS FIELDS
Translated by Coastal Fortress Gaming Group
BALANCE:
VICTORY CONDITIONS: The Germans win if they control all of the stone buildings of board 3 at the end of the scenario.
END
Elements of companies B and C of the 502nd Parachute regiment [ELR:5] and of B Coy. of 705 th TD Battalion
enter on turn 5 along the east edge of board 4 on/between Hexrows Q and GG:
Surviving elements of Battalion I/115 and of 115th Panzer Battalion (15th Panzergrenadier Division) [ELR:3]
enter on turn 5 along the southern edge on/between hexrows 2GG6 and 3GG5:
SSR:
1. EC are ground snow, with no wind at start.
2. The German infantry and AFVs have winter camouflage.
The Panzers have Schuerzen.
3. The german receives one module of 80mm OBA.
4. Hills 534 and 522 do not exist. Treat them as level 0, with the
other terrain located on those hills (woods, buildings) being
retained.
SAD BAPTISM
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Americans win if they have 1.5 times as many
Good Order squads (or their equivalent) as the Germans on board 10 on/south
of hexrow Q at the end of the scenario.
END
Elements of the 2 nd Battalion of the 242 nd Regiment,(Linden Task force) [ELR:4] {SAN:2}
F Company enter on turn 1 on/between 5I10 and 5M10:
SSR:
AFTERMATH: The two companies were quickly engaged by the machine guns hidden
in the forest adjacent to Gambshein. Only the intervention of tanks made it possible for
the progression to continue, but the deadly fire intensified as the first houses were
reached. In spite of mortar support, it proved impossible to gain a foothold in the city.
Worse, German tanks appeared and bazooka ammunition was lightly distributed before
the attack. The attack lost momentum, and when the radio operator lost contact with the
artillery, the retreat was sounded. It quickly turned to a rout as the Germans infiltrated
on the flanks. Heartbroken, the GIs had to leave their wounded comrades. The initial
American attack to reduce the bridgehead ended in a complete disaster (the two companies lost 183 men, killed, wounded or captured) and south of the city the attack similarly failed. The following day, it would be the 3 rd Algerian Infantry Divisions chance.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The germans win at the end of the scenario if they
control hexes 5X3, X4, W5, V5, V6, S5, R4, R5, N5, N4 provided they have
accumulated twice as many Casualty VPthan the Belgians (see SSR4).
END
3rd Company, 1st Battalion of the 3 rd Regiment of of the Ardennes Hunters [ELR:3]
set up west of the stream {SAN:4}:
Kleinschmidt Company enter on turn 2 along the northern edge on/west of 13GG4:
Platoon of light tanks
enters on turn 1 along
the east edge:
Scenario Design:Philippe Naud 92
SSR:
5. The roadblock is placed on 13K6 and faces hexside K6/J6. The Pillbox sets up
HIPas night fortification and must have a LOS to 13K6.
6. The German SAN rises to 4 as soon as a German MMC enters board 15.
7. The Belgian squads have Assault Fire capability.
AFTERMATH: The Heilbronn company and four light tanks opened with
heavy fire. Captain Hagens guns were a lot more deadly and destroyed two
Belgian machine-guns. A Panzer crossed the ditch but did not push forward.
All of this activity masked the infiltration from the north by Company
Kleinschmidt which attacked the defenders from behind. At 1845 hours,
commands came to withdraw under cover of the falling night. About fifty
Hunters succeeded in escaping. Chabrehez was taken by the Germans but the
7th PanzerDivision would go no further that day. Rommel once again put into
practice the theory from his book: The Infantry Attacks.
BOARD PLACEMENT:
BALANCE:
Add a Game Turn
END
Elements of the 3 rd Regiment of the sailors of the Black Sea Fleet [ELR:2]
enter on turn 1 along the southern edge {SAN:2}:
SSR:
1. EC is Moist, with no wind at start.
2. No Russian leader can be exchanged for a commissar (A25.22).
3. There are no hills. All terrain on the hill hexes still exist, with their base level of 0.
4. The 100/17 guns cannot set up HIP nor concealed. They cant gain concealment
during the game. They cannot be pushed (C10.3). Their crews were not used to
close combat. Therefore, the first time a crew has LOS to a known enemy unit (free
LOS checks are authorized) it must immediately roll a NMC with a -1 DRM. This
Moral Check has the same consequences as if it were due to fire (Pinned, Broken,
Casualty, MC...). This NMC is rolled only once per crew for the whole game.
5. The Russians receive an OBAmodule of 80mm, with an on-board observer (C1.63)
on level 2 on hex 3Q10 and normal ammunition. The only possible Fire Missions
are Concentrated HE FFE.
6. Kindling (B25.11) and Bore Sighting (C6.4) are NA
7. Use Italian counters for the 100/17 guns. The Rumanians do not have HEAT
ammunition and do not consider these guns as captured. Use 60mm American
mortars with a B11 for the Rumanian mortars. The Rumanians do not consider
these mortars as captured.
AFTERMATH:
Lt. Tcharoup divided his company into two groups. The first,
supported by artillery, drew Rumanian fire. The second circumvented the village
to attack the defenders from the rear. The latter were thus obliged to withdraw,
closely followed by the Russians. During the pursuit-, Tcharoups men destroyed
a battery of long range artillery pointed at Odessa, on the tubes of which they
engraved: They fired on Odessa: It will never happen again. On September 23rd
the 3 rd RMMN joined up with the 426th Infantry Division. The successful counterattacks would not save Odessa, which would fall on October 16th, after 73 days
of siege. The delay however provided an opportunity to evacuate a great number
of wounded and civilians by sea.
BOARD PLACEMENT:
BALANCE:
Add an 81mm mortar and crew to the
Italian OB
VICTORY CONDITIONS: The British win as soon as they exit 20 VP (each DC counts
as 1 VP, prisoners do not count) along the south edge of board 30 on/between I10 and Y10.
END
BRITISH moves first
Elements of the San Marco Division of marines [ELR:2]
set up on board 30 {SAN:3}
SSR:
1. EC is moderate with a Mild Breeze which blows from the south. Night rules are used. The NVR is
4 hexes and there is no cloud cover.
2. Place the following overlays on Board 26: Be4 with 465-471 on EE9-FF8, Be5 with 565-571 on
S9-T8, Be6 with 652-652 on G9-H8, Ef3 in L10-L9, OC3 with 3130-3143 on 463-469, OC2 with
2117-2130 on 563-569 and OC1 with 1143-4456 on 663-669. Place the following overlays on
board 30: H1 on I2-J2, H3 on R2-R3, H5 in Z2-AA2, X1 in P8 (the cliffs and the hill do not exist,
the TEM is +3), X4 in F9, X5 in V8, Ef2 in N7-N8.
3. Board 30 undergoes Pre-game bombardment.
4. The Italian guns must set up in Sangars.
5. The British Sniper is placed on the board at the end of the turn where 1 British MMC sets foot
on the beach, and the SAN raises to 2. Before that the SAN is 0 and is not increased by night rules.
The landing barges are neither armed nor armored.
6. The beach has Moderate Slope (G13.22).
AFTERMATH: Under cover of the naval guns of the destroyers HMS Sikh and
HMS Zulu, the commandos reached the beach but encountered a stiff and
unforeseen resistance. In fact, the town was controlled by the Italian San
Marco Division, marines troops considered as some of the best troops of the
Duce. The Royal Marines advanced with difficulty against these combative
Italians whose machine-guns swept the beach. Moreover, the destroyers were
soon fired upon by coastal guns and had to retreat. On the ground, a few commando squads managed to emerge from the beach but soon were forced to
surrender, small group after small group. At dawn, HMS Zulu attempted to
come back to support the assault but was sunk by Axis planes intervening
from Crete and North Africa. The ambitious operation ended in failure, with
the loss of 280 sailors and 300 Royal Marines wounded, killed or captured.
HELLS CORNER
Translated by Coastal Fortress Gaming Group
BALANCE :
Add a 50mm MTR to the
Japanese OB
VICTORY CONDITIONS: The Japanese win at game end if they have 34 VPGood
Add 6 ? to the US OB
Order infantry east of the River. Of these 34 VPs, a minimum of 10 must consist of
mobile vehicles (D.7).
END
1st independent
company of tanks
set up on board 34:
SSR:
1. EC is moist, with Mild Breeze which blows from the North-West. PTO rules are in effect with Light
Jungle. The river is Fordable (B21.122). The Current is slow (B21.121).
2. Place Overlays following: 4 on board 34 and S5 on 7X5-X4. S7 on 7BB5-BB6. S5 and S7 base levels are level 0. All the whole wood hexes on board 7 are Palm Trees.
3. Board 7 and 37 undergo a Pre-Game Bombardment, resolved secretly by the US player. See C1.82
for HIPunits.
4. The islands on board 7 do not exist (they are water hexes instead). All river water hexes adjacent to
non-water hexes are Level 0 sand hexes instead. The rules of section F7 are in effect for these hexes
as well as for S5 overlay.
5. 1 US squads or equivalent may set up HIP along with all leaders/SWs stacked with them.
6. The Japanese SAN increases to 4 as soon as 3 Japanese squads (or equivalent) are on board 37.
7. The US player receives an OBA module of105mm (HE only) with a Pre-registered hex (Barrage
(E12) is possible). The Pre-registered hex cannot be located on board 34, and the only possible alignment (C12.31) for the Barrages is N-S.
BOARD PLACEMENT:
BALANCE:
Remove one LMG from the German OB
Replace a 4-6-7 with a 4-6-8 in the German OB
END
Elements of the 1 st Battalion, 61st Infantry Regiment (1 st Italian motorized Group) [ELR:2]
set up on board 2 on/east of hexrow DD {SAN:2}:
SSR:
1. EC is moist, with no wind or gusts during the game. Fog fills level 0 (Fog: E3.31), the Fog DRM is +2.
Starting on turn 6, in each Italian Rally Phase, the Italian player makes a dr. If the dr the circled number
on the turn roster, the Fog DRM is reduced by 1. When the Fog DRM reaches 0, the fog ceases to exist.
2. All the buildings are stone. Building 15R8 does not have a 2nd level. Orchards are Olive Grove
(F13.5).
3. The Germans receive a 80mm battalion MTR OBAmodule.
4. Starting on turn 4, the Italians receive an OBA105mm module, directed by an off-board observer located on level 4, on board 18, hexrow Q. This placement is secretly recorded before the German set up.
This module has all the characteristics of American OBA(US OBADraw Pile, Plentiful Ammo, HE
and SMOKE).
5. Board 15 undergoes a Pre-Game Bombardment.
AFTERMATH: Despite the protection of the fog, the Italians were caught in
the crossfire of the German heavy machine-guns as soon as they reached
the rocky bald slopes of Mt. Lungo. To support their attack, the entire
artillery of US 2nd Corps intervened, crushing the entire mountain under
the shells. First repulsed by heavy casualties, the Italians of 67th Regiment
attacked again while the 51st Battalion Bersaglieri tried to outflank the
mountain from the south. But it was no use; the Germans were strongly
entrenched and would not give up. By midday it was obvious that the
mountain would not be taken and the attack was halted. As retribution for
this failure, and to prevent any German counterattack, American howitzers continued a rain of fire on the defenders positions all afternoon.
ORANGE AT WALAWBUM
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Japanese win if they control hex 37oX7 and
4 Level 2 hexes of Hill 526 (Board 36) at the end of any game turn.
END
AFTERMATH: Two Japanese companies emerged from the edge of the jungle to
mount an attack. Behind them, mortars and several 75mm guns shelled American
positions. In the shelter of their foxholes, the Marauders held their fire until the first
Japanese soldiers were less than 100 meters away. With difficulty, the Japanese soldiers crossed the river under a deluge of fire. The American mortars and every automatic weapon which could be brought to bear easily broke the enemy charge. Two
heavy machineguns, which had an excellent field of fire overlooking the river, created carnage. A few Japanese groups reached the first foxholes but were quickly
wiped out. Another Japanese attack with the aim of dislodging the Marauders from
the route of retreat had failed with heavy losses. After three days of combat, Orange
CTrecorded 400 Japanese dead in front of their lines. The 18th Division nevertheless succeeded in escaping over a prepared secret trail to the west.
BOARD PLACEMENT:
BALANCE:
Reinforcements enter on turn 1
but may not Double Time
VICTORY CONDITIONS: The Japanese win if they control more hut hexes on
Ignore SSR3
END
Elements of the Myitkyina Garrison (1 st Battalion of the 148th Infantry Regiment) [ELR: 4]
setup within 3 hexes of 38oY5 {SAN: 4}:
SSR:
1. EC is Mud, with no wind at start. PTO Terrain rules and Light Jungle are in effect. The
weather is Overcast(E3.5), Gusty(E3.4) and Mud(E3.6). It is raining. AWind Change DR
3 does not stop the rain: instead, its intensity is reduced to (or stays) normal. Place
overlay 1 on 38T2-T1.
2. No American unit may double time. In the CCPh, the Americans are always considered
CX, including for Ambush dr purposes, but are not marked with a CX counter. A unit
which is already CX (i.e. marked with a CX counter) is not penalized again in the CCPh.
3. At the start of every American RPh, the 10-2 leader, if he is Good Order, must undergo
a TC. If he fails, he becomes broken (No other consequences of failing a MC apply casualty, replacement, etc.) [EXC: LLTC, DM]. The leader can immediately attempt to
rally. This TC can reoccur several times throughout the course of the scenario.
AFTERMATH: The objective of the 3rd Battalion was to reach a second airstrip,
north of the town. They first tried to seize Charpate, a small group of huts held by
the Japanese. As soon as combat began, it was obvious the Marauders were too
weak to accomplish their mission. Sick with fever and malnutrition, several men
simply fell asleep in the middle of the battle. Colonel McGee, leading his battalion into combat, was also near the end of his strength. He fainted 3 times before
being evacuated to a first aid post, where he continued to direct the attack, lying
on a stretcher.Taking advantage of their numerical superiority, the Marauders succeeded in dislodging the Japanese from the village but were counter-attacked that
same evening, and had to withdraw to their start line. A long agony of three
months was just beginning for the Marauders.
BOARD PLACEMENT:
BALANCE:
END
SSR:
AFTERMATH: At 1125, the M5s and the village began taking fire from
1. EC are Ground snow, with no wind at start. The Gullies/Bridges on board 5 do not
exist. Consider the corresponding hexes as the other terrain present.
2. All American infantry units in Concealment Terrain may setup Concealed. One US
squad (or equivalent) and any Leader/SWstacked with it may setup using HIP.
3. As soon as an M5A1 is Destroyed/Immobilized/Shocked, the American player must
take a TC based on the morale of a vehicle crew, with a +1 modifier for each M5A1
Destroyed/Immobilized/Shocked after the first (i.e. 2 M5A1: +1, 3 M5A1: +2, ). If
the TC is failed, the surviving M5A1s are Recalled by the north edge of board 2. This
TC is made for every M5A1 Destroyed/Immobilized/Shocked.
armored vehicles in the woods to the east. After having lost one machine, the
commander of the light tanks asked for and received permission to withdraw.
The German column continued its advance on the village, but without having
spotted the Shermans Two Panzer IVs, an SPW and the only StuG were
quickly destroyed. One German tank preferred to withdraw while the last was
bazookaed. By 1300, all the other halftracks were knocked out and their
occupants killed or captured in Marvie. A column from Panzer Lehr had just
been annihilated.
KAKAZU RIDGE
Translated by Coastal Fortress Gaming Group
BALANCE:
VICTORY CONDITIONS: The Japanese win if they have more Good Order
VPthan the Americans on hill hexes at the end of the scenario.
END
Reinforcements of the 13 th Independent Battalion enter on turn 1 along the south edge on/east of hexrow U:
SSR:
1. EC are moderate, with a Mild Breeze from the NW at start. PTO Terrain and Light Jungle
are in effect.
2. After its setup, each US MMC can attempt to Entrench, applying the leadership of any leader
it is stacked with as a DRM, and acquiring a Labor Status of -1 in the case of failure.
3. The Japanese have a 70mm OBA module (HE only) with 1 pre-registered hex (secretly
recorded before US setup) directed by a Level 2 Offboard Observer situated on the south
board edge, whose setup hex is recorded before US setup. This module can place a Barrage
(E12.) but in this case the Barrage must be aligned parallel to the south board edge or along
a hexrow (not an alternate hexrow) oriented either SE-NWor SW-NE (see diagram).
4. At the start of turn 3 the Americans receive an OBAmodule directed by a Level 2 Offboard
Observer on the north board edge, whose placement is recorded prior to the Japanese setup.
This module can only place smoke (no WP).
AFTERMATH: At dawn, when the first American units had reached their
objectives, a Japanese observer suddenly noticed the presence of the
Americans. Almost immediately, Japanese artillery opened fire with a barrage, followed by a charge carried out by troops of the 13th Independent
Battalion under Colonel Munetatsu Hara. Battered by this shock,
Company A radioed an SOS asking for reinforcements, and received in
reply the order to hold the crest at all costs. Company L, still moving forward, managed to reach the summit of the western ridge despite the
Japanese fire, but it was repulsed shortly after by the defenders. It nevertheless remained positioned on the slopes. For the two companies, the situation rapidly became untenable, and a withdrawal was finally undertaken
under the cover of a smokescreen. Despite the advantage of initial surprise,
the reaction speed of the Japanese had repulsed the American assault.
YAE DAKE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The American wins at game end if they
control all Level 3 hexes on Hill 615.
END
Elements of Company A and C of 1 st Battalion, 4th Marines Regiment (6th Marine Division) [ELR:5]
set up on/west of row K on board 34 and on/west of K1-P3-P10 hexgrain on board 36 {SAN: 3}:
SSR:
1. EC are Moderate with no wind at start. PTO terrain is not in effect.
2. Overlay 2 is placed on 34T2-T1. Marsh is Brush. Wood-Road hexes
are Paths. Orchard is in season. Bridges are Fords.
3. The Americans receive an 80mm battalion mortar OBAmodule.
4. Only Japanese units can take advantage of Paths.
AFTERMATH: Shortly after noon, companies A and C of the 4 th regiment start climbing the
slopes and soon they grappled with the tough Japanese defense. Thrown back a first time
they launched a new attack, taking the enemy fortifications on the stony slopes one after
the other. The Japanese then launched a charge with 75 men, but the extremely accurate US
artillery annihilated the bold japanese warriors. With a seriously shaken defense, the
Marines soon took possession of the mountain top. It would take two more days to mop up
the caves that riddled the hills of the last japanese sniper. Colonel Udo on the other hand
had already fled on the 15th with the strong intent to carry on this desperate fight elsewhere.
BY SAINT GEORGES!
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
The German player must exit 20
VP(including 6 infantry VP)
they they exit 25 VP (including 6 infantry VP) along the south edge.
F RENCH setups first
END
Elements of 10 th BDAC
set up with the 11th RDP::
Elements of 6 th Panzer Regiment, 3rd Panzer Division enter along the north side with half their MP spent
company 2 enters on turn 1:
COUNTERSTROKE IN CONNAGE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
The PzIVC enters
on turn 8
Replace a PzIIA
with a PzIIIF
END
Reinforcements of
1st Panzer Brigade
enter on turn 7 in the
same area:
Scenario Design:
Philippe Naud & Sylvain Ferreira
SSR:
1. EC is Moderate with no wind at start.
2. French MMC have no grenades. Therefore PBF is NAfor them (no doubled
FP) and TPBF is treated as PBF (FPis doubled instead of tripled). For the
same reason the CCVof MMC is reduced by one (ie: squad 4, crew 3, HS 2).
3. Bore Sighting is NA. German guns may not set up Emplaced (no HIPeither).
4. The French antitank squad enters with towed guns.
5. The Valley does not exist (all Level -1 is treated as Level 0). Place overlays
as follows: St1 on 24W6-W5, St2 on 17W5-X4. The stream is Shallow and
Fordable in 24W2, 17X9 and 17BB2. All Open Ground hexes adjacent to the
stream are Soft [EXC: Plowed Field and Route]
AFTERMATH: Heavy fire fell upon the FCM 36: PaK 38, 88 guns and even one 150 mm selfpropelled gun. Commander Couturier, in charge of the 2 nd Battalion of the 213th Regiment, anxiously observed this strange vehicle that remained out of infantry range. French tanks tried to open
a way out, without success. A first tank was immobilized, then a second one got stuck on the boggy
side of the Bar stream, and others were destroyed by the sIG and 88s. The attack was at a standstill when several Panzers suddenly appeared, among which were several PzIII. The PCMs are
completely unadapted to such a fight: they gave way in front of the enemy tanks maneuverability
and firepower. One French tank fired twelve explosive shells against a Panzer with no result whatsoever! Everything was settled for good when a Panzer IVcame into play and put an end to the
attempt. Only three tanks of the 7th BCC eventually managed to retreat and all French anti-tank
guns were destroyed. Without support the infantry retreated in turn, trying to contain the German
reaction. Indeed the enemy struck back and pushed away the 213th RI. The Connage counterstroke
had lived
FOUR ACES
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Germans win if, at the end of the
scenario, they exit 40VP between 16A5 and 16A10 (see SSR 5)
while having inflicted more Casualty VP than they have lost.
END
SSR:
AFTERMATH: At 0830 hrs, 6 followed by 22 German tanks were spread out in a rather
tight formation as they approached Flavion. Immediately, they were attacked by H39 of the
26th BCC, soon reinforced by B1-bis of 28 th BCC. A tank battle began and turned initially
in favor of the French. The armor superiority and armament of the heavy tanks was obvious, and many of the Pz38 of PzRgt 25 burned on the Phillippeville road. German crews,
in spite of this first crushing fight, managed to pass the French tanks and engage them from
the sides and rear. The losses were heavy on both sides but the advance of the German
armored units was hardly delayed. The 1st DCR, badly supplied and not very mobile, was
broken up. Many Panzers were destroyed (30 or 40) but still more French tanks: 65 including approximately 40 B1-bis. 7th PanzerDivision completed the destruction of the 1st DCR
in the following days. If the French heavy tanks were highly regarded in a tactical confrontation, their defeat was due to their weak autonomy. In effect, whereas the battle was
prolonged in the afternoon, the B1-bis ran out of gas one after another and then were either
destroyed by the enemy or simply abandoned and sabotaged by their crews. A sad end for
the spearhead of the French Army
BOARD PLACEMENT:
BALANCE:
Replace the 3x4-6-7 of the 169 th recon
Battalion with 3x4-6-8.
END
Elements from 3 rd Battalion, 158th infantry regiment, 43rd Infantry Division [ELR: 3]
set up on/between rows X and J on both boards on hexes numbered 8 on board 24 {SAN: 3}:
SSR:
1. EC is Moderate with no wind at start.
2. The Valley and Hills do not exist (treat all ground Levels as Level 0).
3. 1 French squad or equivalent may set up HIP with any Leader/SW
stacked with it.
4. The Germans receive a 100mm+ OBA module with an off-board
observer located on the west edge on a secretly recorded hex, chosen
before the French setup.
B IR-HAKEIM, LYBIA, June 6, 1942: The 1st Free French Brigade had been completely encircled by Axis
forces since June 2nd. In the north the 8th Army hadnt succeeded in reducing Rommel, trapped in the Cauldron. The latter repelled the disorganized English thrusts while maintaining his communications and supply lines. However he must
break the position held by Koenigs men to his rear so as to concentrate his strength against the bulk of the 8th Army.
The bombings grew in intensity on the French positions from June 5 on and the attackers received reinforcements. Since
Rommel was not able to break the position either with artillery, or with planes, or even with tanks, he will have to
send in his infantry, stated Lt. Colonel Broche, chief of the Pacifiens of 1st Battalion from the Pacific. Indeed the
Germans and Italians threw a new powerful attack at the indomitable defenders of Bir-Hakeim.
BOARD PLACEMENT:
BALANCE:
Add a PzIIIH
to the DAK
VICTORY CONDITIONS: The Axis forces win at game end by exiting 25 VP (at least 16 VP worth of AFVs)
END
Elements from TriesteDivision [ELR:3] enter on turn 2 or 3 (in 1 or 2 groups) on/between 29T10 and 29J10 {SAN: 2}:
SSR:
1. EC are Dry with Light Dust and Intense Heat Haze.
2. Place overlays as follows: H1 on 26I4-I3, D5 on 28AA4-BB4, D1 on 27Z6-Y6 and D2 on 27M3-N3.
Dummy Minefields must be set up adjacent to one another. The 60 Minefield factors are Known
Minefields, the 24 factors are Hidden Minefields. Both may be traded normally for AT mines.
Minefields must be set up inside the French perimeter and 3 hexes from its edges. French guns must
set up in Sangars.
3. 2 German 4-6-8 are secretly recorded as Sappers. The Pak38 must be towed to a Sdkfz 11 and 81 mm
mortar must be dismantled and a passenger of a Sdkfz 11. Both Italian guns must enter towed by
Autocarettis.
4. The Italian radio gives access to an 80 mm battalion mortars OBA module. The French Field Phone
gives access to a 70+ mm OBA module. The Germans get a 100+ mm OBA module with a secretly
recorded Offboard Observer on the west edge, chosen before setup. All modules have Plentiful Ammo.
5. F.8 and F.9 apply. The Free French receive Air Support as FB44s. E7.2 applies with +2 drm. The number of
planes is determined by a dr divided by 3 (FRU). Axis forces receive Air Support as Stukas, E7.2-21 apply.
AFTERMATH: Pouring out of trucks and halftracks in sight of the foremost French positions two
German battalions started advancing as the morning ended. Artillery fire did not succeed in neutralizing the Pacific troops positions. The counterattack, of 75 mm guns, antiaircraft machineguns
and mortars, forced the attackers to advance in stages. Grenadiers dug individual holes and set up
their 50 and 80 mm mortars. First the Luftwaffe then the RAF made ineffective appearances:
Hurricanes riddled already wrecked M13s from the previous days with 20 mm bullets! In spite of
a new assault, at the end of the day the French repelled both a German attack and the Italian attempt
with its support of 20 tanks. When evening came enemy wrecks once again gave evidence of the
tenacity and courage of the Fighting French.
BOARD PLACEMENT:
BALANCE:
The Game ends at the end of the
9th German player turn.
END
AFTERMATH: The glider landing was a total success. In less than one hour of
raging fighting, the SS swiped away all resistance in town. But Tito and his
allied counselors barely escaped through a cave that emerged in another valley. Having seized their objective, the paratroopers had to hold until the arrival
of the infantry. From the heights, the partisan light artillery bombarded the
German positions and the partisan reinforcements started to flow toward the
town. In spite of their numerical superiority, the Yugoslavian troops did not
succeed in gaining a foothold in the town, and at dawn of the 26th , the German
motorized infantry joined up with the exhausted paratroopers. Even though
Tito had managed to escape, the operation was a success: the Yugoslavian losses where very heavy (2 divisions destroyed by the ground offensive), the HQ
and radios were destroyed, and a lot of irreplaceable material was lost by the
partisans. The communist activity was neutralized for some months in
Yugoslavia.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Canadians win at game end if they control all
buildings/rubble on board 12 on/between hexrows M and V.
END
3rd platoon of 3 rd
Battalion,25th
Panzergrenadier
Regiment
enter on turn 4 along
the southern edge:
SSR:
1. EC are moderate, with no wind at start. Kindling is NA.
2. The Trenches in the German OB are AT-Ditches (B27.56). One AT-Ditch placed adjacent
to a Wood/Building/Rubble is connected to the Wood/Building/Rubble depiction and prohibits AFVbypass along the shared hexside. Germans have 74 AP-mines factors (that can
be normally converted to AT-mines factors), 60 of which must be placed as known minefields (F.7). The known minefields and AT-Ditches must be placed on board before
Canadian offboard setup.
3. One German squad-equivalent may set up HIP, along with all leaders/SWs stacked with it.
4. If the terrain permits, the Germans may setup in foxholes of the appropriate size.
5. Before setup, the Germans may place 8 Rubble counters of the appropriate nature in building hexes, or adjacent to Rubbled Building hexes. The Germans may not set up units in
building locations without a route to the Ground level.
6. Canadians have a 80mm OBAmodule, with a level 2 offboard observer placed secretly before German setup along the northern edge.
AFTERMATH:
WHOA MOHAMMED!
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Germans win at game end if the control
END
10th SS Strmgeschtz
Battalion reinforcement
enter on Turn 2 on I10 or on A6:
SSR:
1. EC are moderate, with no wind at start
2. Kindling (B25.11) is NA.
3. No Quarter is in effect for both sides. The British troops
suffer from Ammunition Shortage (A19.131)
4. On turn 1 the Germans receive a 100mm OBAmodule
(HE only) directed by an offboard observer secretly placed
before British setup on level 4 on the eastern edge. This
module has Scarce Ammo.7. The B1-bis must enter using
Platoon Movement.
BOARD PLACEMENT:
BALANCE:
VICTORY C ONDITIONS: The Germans wins at game end if they exit
22 VP(prisoners included) along the northern edge.
END
Elements of 148 th Territorial Brigade (Leicestershire Regiment and Sherwood Foresters) [ELR:2]
set up on Board 2 Hill hexes, on/north of hexrow M {SAN:3}:
SSR:
1. EC are Ground Snow, with no wind at start.
The River is not frozen (B21.6 is NA)
2. All Buildings are wooden.
3. British MTRs suffer from Ammunition
Shortage
4. The western side of the river cannot be
entered from offboard.
AFTERMATH: Placed forward on the road, two Forester companies, supported by a Leicestershire company
placed on the heights, were attacked by the Germans around 1300. After an hour of fighting, the second company of the Leicestershire was sent from Tretten as reinforcements. Three German light tanks pierced the
British positions, without being damaged by numerous antitank rifle shots, and deeply advanced toward
Tretten. Unluckily for the British, they intercepted some officers of the Brigade on recon duty, along with the
Norwegian military adviser, and cut off all retreat. The village itself was soon under infantry gunfire and had
to be abandoned. Only a British rear guard held until the evening to allow all the units of the area to withdraw.
On their side, the Norwegian dragoons, positioned farther east to prevent an eventual turning attack, werent
attacked and could return to their trucks safely. Reduced to 9 officers and 300 troopers, the 148th Brigade was
no longer a sufficient combat force to prevent the Germans from resuming their attack toward Aandalsnes.
One week later, the British Corp. had to disengage and the Norwegian 2nd Division surrendered on May 2 nd.
SCOTTISH NIGHTMARE
Translated by Coastal Fortress Gaming Group
BALANCE:
VICTORY CONDITIONS: The Germans win if they control one hillock
summit and have a Good order Infantry MMC on it at game end,
while having suffered less DVPthan the British .
BOARD PLACEMENT:
SET UP is simultaneous
END
Elements of Support Group of the 7 th Armoured Division: 1st Kings Royal Rifle Corps & 3 rd Royal Horse Artillery [ELR:3]
setup on/east of hexrow U {SAN:3}:
Matildas of 7 th RTR
setup on the road (SSR2) on/east
of hexrow Q:
Elements of 2 nd RTR
enter on turn 1 on/between
27Q10 and 27 GG10:
Elements of 2 nd Company of 8th Panzer Division and of 115 th Schtzen Regiment [ELR:4]
setup in Motion, on/west of hexrow G (see SSR4) {SAN:2}:
SSR:
1. EC are dry, with a Mild Breeze blowing from the Southwest. Light Dust and Vehicular
Dust are in effect
2. Place the following overlays: H1 in 27CC3/DD3, H3 in 28X7/W8, H6 in 28CC4/DD4,
D2 in 27T3/T4 and D5 in 28L10/K10. A Dirt Road goes from 28F0 to 27GG4. 28oCC5
is a Hillock Summit.
3. 1 British squad equivalent may setup HIP along with all Leaders/SWs stacked with it.
The British may setup up the OB-given ? in non-concealment Terrain. The 2pdr Portee
must setup loaded on the trucks. The British 88mm guns have no APammunition.
4. The German Infantry must setup in the Halftracks as passengers, using Cloaking.
5. Setup is simultaneous. Place a board vertically between the 2 players.
BOARD PLACEMENT:
BALANCE:
1st platoon enters on Turn 3
END
Elements of the 2 nd Battalion, 18th Infantry Regiment, 29th Division,of the 48th Mixed Independent
Brigade [ELR: 4] and of the 2 nd Battalion, 9th Tank Regiment setup on map 35 north on/north of hexrow
I, and/or on map 34 on/north of hexrow I in hexes numbered 4 {SAN: 6}
1. EC are Moist, with no wind at start. PTO rules are in effect. The stream is Dry.
2. Place Overlay 1 on 35T2-T1. The roads on Board 35 and Overlay 1 do exist
[EXC: The roads R6-Q10 and P4-Q1 are Paths].
3. Kindling is NA.
4. Before the Japanese setup, the American player secretly notes 3 pre-registered
hexes with 3 hexes range between each. After both sides setup, the American
player successively places on each of the 3 hexes a FFE counter, checks for
accuracy as per C1.731, resolves a normal HE FFE of 100+mm, then removes
the FFE counter. 5. The Huts of Overlay 1 are considered wooden buildings
[EXC: B23.41 does not apply].
AFTERMATH: The light tanks rapidly came under an intense machinegun fire coming from
entrenchments and from pillboxes along the length of the right side of the road. The M5s rapidly crashed through these positions and continued their progress towards Yigo, leaving their
reduction to the medium tanks and infantry. Suddenly, several cannons opened fire on the left
of the formation, destroying two of the M5s, the remainder of whom called upon the medium
tanks to reinforce them. One of the M4s met the same fate in turn. However, despite the reduction by the flamethrower and grenade wielding infantry, one by one, of the Japanese positions
bypassed by the Japanese armor, the Japanese defenses arranged in the jungle to the left of the
road remained intact. The commander of the 3rd Battalion of the 306th, Colonel Kimbrell, hearing the noise of combat, personally led the 1 st Platoon of Company K to take the Japanese positions from the rear. Surprised by the arrival of the 1 st Platoon, the Japanese position, designed
to repel attacks coming from the direction of the road, rapidly crumbled. The last center of
resistance broken, the Americans quickly entered Yigo without opposition. The conquest of
Guam was at the point of drawing to a close.
A WAR OF CORPORALS
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Americans win at game end if they
control buildings 20U2 and 20Z3.
END
Elements of 7 th Fallschirmjger Regiment and of the 266 th Infantry Division [ELR:4/3] (see SSR 6)
set up on board 20 and/or on board 21 in hexes numbered 5 {SAN: 4}.
Elements of 23rd Infantry Regiment, 2nd Infantry Division Indian Head [ELR: 4]
enter on turn 1 on the north edge. {SAN: 3}
SSR:
aviation and artillery. Despite the support of tank destroyers, each house had to be
taken in hand-to-hand or by flamethrowers. It was a war of corporals according to
General Robertson. It required eight further days of heavy and bloody advances and
reduction of a fortified strongpoint by the railway station to reach the Old City. On
18 September, Oberst Pietsonka, commanding the paras, surrendered his regiment
to the 2 nd Division, preceding the surrender of the Brest garrison itself which took
place on 21 September. The port, in ruins, would not be operational for several
weeks. General Ramcke had accomplished his mission and was awarded the Oak
Leaves with Swords and Diamonds to his Knights Cross of the Iron Cross (he
became the 28 th holder of this high decoration).
MASSACRE IN PARADISE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Increase the number of turns to 6.5
Add 6 ? to the British OB.
END
SSR:
AFTERMATH: The British entrenched in a large farm. They underwent shelling and assault by the men of
1. EC are Moderate, with no wind at start. Hex AA7 has a second floor (only this hex, not the whole building). Building
AA7 contains an Inherent Stairwell in each of its hexes.
Kindling is NA.
2nd SS Regiment, who began taking heavy losses. The defenders resisted throughout an hour, then, encircled,
exhausted and short of ammunition, they surrendered. One hundred prisoners were then lined up against a
wall and shot down by the machineguns of 4th Company, commanded by Obersturmfuehrer Knoechlein. Any
survivors were finished off. Only two Englishmen, seriously wounded, miraculously escaped and were taken
in by villagers. They were then picked up and given medical aid by another German unit, before being sent
into captivity. At the end of the war, the testimony of one of the two, Albert Pooley, was enough to condemn
Knoechlein to death in 1945. During the trial, the soldiers who had participated in the massacre justified their
actions by arguing that the losses suffered by their unit were due to the use of dum-dum bullets by the British.
They rejected entirely any responsibility for the massacre on the part of Knoechlein. But with this massacre
at Le Paradis, the Totenkopf wrote a new chapter in the sinister reputation of the Waffen-SS.
LEBANESE DRAMA
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add another R35 to the 6th RCA
Only hexrows
A-Q on board 17
and Q-GG on
board 9 are
playable
END
Elements of the 5 th and 6th Companies of the 2 nd Battalion of 29th RTA [ELR:3]
setup second on board 9 on/north of hexrow T {SAN: 3}.
Elements of the 6 th RCA
enter on/after Turn 2 on the
north edge of Board 9.
enter on Turn 1 on the north edge:
SSR:
1. EC are Dry with no wind at start. Kindling is NA. Woods are considered Olive
Groves. These Olive Groves are not Inherent Terrain and follow the outlines of
the terrain replaced. These hexes are still considered Woods for RtPh and RPh
purposes only. Grain is Open Ground. Roads do not exist.
2. Commonwealth 4-5-8/2-4-8 and SMC have an ELR of 3. All other British units
have an ELR of 2. The Carriers contain 2-4-8 HS (D6.82).
3. The 40L AA Guns cannot be setup HIP but can be setup Concealed and
Emplaced.
4. The Vichy French receives a 70+mm module (HE and Smoke) directed by an offboard observer secretly placed at Level 4 along the north edge of Board 9 before
the Commonwealth setup. Its first Battery Access attempt is automatically successful - remove a black chit from its Draw Pile.
AFTERMATH: Well led by several energetic officers, the French infantry pushed back
the English cavalry, who revealed themselves to be mediocre infantry. The carriers
which brought reinforcements into the Debbine Valley clashed with the Algerian
Skirmishers. They retreated and regrouped along with a company of Australian
infantry under Lieutenant Mayberry, and took position north of the village of
Debbine around 1730. Despite the absence of cooperation between the 2nd
Battalion and the tanks, the ridge was taken by the French by 1900. The Greys and
the Yeomanry withdrew in disorder and abandoned its prisoners. The 7th Company
continued its advance and chased the Australians out of Debbine. But it was too late
to hope to take Marjayoun before nightfall. For their part, the Anglo-Australian
forces finally evacuated the city in favor of a position further south. The Vichy
forces occupied their objective the next morning, but despite this first success, the
French counter-offensive lacked drive and would not go much further.
RAKKASAN BUTA
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
The Japanese only have to destroy/capture
2 of the 4 Guns/HMG in order to win.
Elements of the mixed defense battalion of Palembang:Antiaircraft RAF Regiment [ELR:3] and Dutch [ELR:2]
set up on board 38 on/north of hexrow Q (see SSR 2) {SAN:3}:
Group north enters on turn 3 along the northern edge on/between 35GG5 and 35GG10 (see SSR 3):
SSR:
1. EC are moist, with no wind at start. PTO is in effect with Light Jungle. Place overlay 1 on 35T2-T1.
2. Allied crews are British. Bore sighting is NA. The Guns and the .50 cal HMG must be placed in
Sangars in open ground hexes [EXC: Runway] within 3 hexes of 38J6. They are fixed and cannot be
dismantled/towed or moved/pushed (the HMG crew must abandon it in order to leave its location).
The .50 cal HMG must be manned by a crew to avoid Non-Qualified Use penalties; a British crew
incurs no penalty for Captured Use. The trenches cannot be placed on a runway hex. Sangars represent circular sites of sand bags, and are treated exactly as Sangars. The color of Allied ? counters
used is the choice of the Allied player .
3. 2 Japanese squads are secretly noted as Assault Engineers. The Japanese sniper is placed on the board
at the end of the first Japanese player turn. The Drop Point (E9.12) of the southern group must be
placed on/south of hexrow 38T/35N. Japanese squads have Assault Fire and Spraying Fire.
AFTERMATH: The several air raids which preceded the operation did not succeed in
destroying the Allied anti-aircraft defense. Quickly one, then two planes were shot
down in flames. Nevertheless the detachment assigned to capture P1 airfield landed
safely in two sections, one of 60 men in a portion of cleared jungle to the north of the
objective, and a second section of 80 men to the south. Whereas they got to their
objective, the second group came upon a group of Dutch reinforcements which joined
the airfield. A short fight with well aimed automatic weapons fire started, with the
rakkasan buta (paras) killing several Dutch soldiers and dispersing the others. Finally
with access to the airfield, the two groups launched a combined attack. By this time
the element of surprise was past. The Bofors guns broke the spirit of the paratroops,
and in spite of a violent fight, neither of the two sides gained the upper hand that afternoon. It was only with nightfall that the better trained Japanese managed to join up
and drive the Allies out of the airfield and into the jungle.
ICE DEVILS
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Russians win as soon as they score
25 Victory Points (in addition to CVPs, they score 1 VP per
building hex controlled in the German setup area)
END
SSR:
1. EC are Deep Snow (E3.73) with no wind at scenario start.
Extreme winter is in effect (E3.74).
2. The Russians are ski equipped (E4.) and have Winter
Camouflage (E3.712).
3. No Russian leader may be exchanged for a Commissar. The
Russians MMCs morale is considered underlined.
4. The Valley on board 24 does not exist (treat all terrain there as
being on base Level 0). Building 24V3 has no second floor.
5. The Sangars are snow-built fortifications sprayed with water to
turn the snow to ice. All Sangar rules (F8.) applies.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Americans win at scenario end if they
control the 4 buildings W3, U5, S6 and S4.
END
Elements of Companies D,E and HQ , 2nd Battalion,505th Parachute Infantry Regiment,82 nd Airborne Division [ELR:5]
set up on/east of hexrow F {SAN:2}:
Elements of Company D, 505th Parachute Infantry Regiment and Company A,746 th Tank Battalion
enter on Turn 2 on/between O10 and A10 (the units must setup at 2 hex range from each other)
SSR:
1. EC is moist with no wind at start
2. Place the following overlays: St2 in Y6-X6, Hd5 in Q9-R8, Hd7 in F5-G5,
Hd8 in J3-J2 and Hd9 in D3-E3. If you do not have Overlay St2 which is
in Croix de Guerre, you can remove it without influencing the balance of the
scenario.
3. Walls and Edges are Bocage (B9.5), a 2-lane Stone Bridge exists in V7 and
links V6 and V8. The openings through the bocage are treated as Breaches
(B9.541).
4. Kindling is NA.
5. The American 81 MTRs may not setup emplaced.
AFTERMATH:
Company D, heading the assault, was pinned down by the fire of two
37mm AAguns and 2 75mm ATguns. The German position was held by 50 soldiers from
the 1 st Battalion of the 1058 Infantry Regiment, equipped with MGs and mortars. The
accurate fire from the paratroopers forced the Germans to go for cover. Company E, supported by the 81mm MTR from the HQ Company succeeded in advancing and outflanked
the German position. Nevertheless, the position seemed too tough to break without more
support. Colonel Vandervoort then went to the 1st Battalion HQ and loaned 2 Shermans
to Colonel Alexander. With a platoon of company D and the 2 Tanks, he outflanked and
overran the German position. Most of the defenders where killed or captured and the others retreated. The progression resumed at such a speed that all German opposition seemed
to vanish in front of the airborne troops. The road to St Sauveur le Vicomte was open.
TRAPPED
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Replace the 8-1 Leader with a 8-0 leader
in the American OB
VICTORY CONDITIONS:
S IMULTANEOUS set up
END
SSR:
1. EC are moderate with no wind at start. Kindling is NA.
2. Place the following overlays: Hd3 in 11U1-U2, Hd5 in 11U10-V9, Hd9 in 11X7-Y7,
Hd7 in 11Z9-AA10, Hd8 in 17I1-I2, Hd6 in 17M5-M4, Hd4 in 17P7-Q8, Hd10 in
17Y6-Y5 and Hd2 in 17CC8-CC9. Hills do not exist, all terrain there have their base
Level at Level 0. Hedges and Walls are Bocage (B9.5). The opening in the Bocage hexsides are Breaches (B9.541).
3. Setup is simultaneous. Place a screen between the 2 players.
4. The M7 HMC may not setup in Wood hexes. Their CA should be directed toward the
west. Use British Priest(a) counters for the missing M7 HMC. The two 2-3-6 HS in the
American OB may setup HIP, with all SWs stacked with them, in concealment terrain.
5. The M3(MMG) inherent squad is a 6-6-7 (see US vehicle note 30).
6. The German 8-3-8/3-3-8 are assault engineers and SS (their broken morale is raised by
one). The German AFVs that should be recalled after a MA Disabled (only), stay in play
(are not recalled) and count in the German VPs if they successfully exit.
AFTERMATH: The fight was incredibly violent. The M16s fired on the
German infantry, decimating it. All the M7 105mm guns fired direct hits
and the losses quickly increased in the German troops. During 30 minutes,
the fight outcome stayed uncertain, but the American resources were not
unlimited and the losses also increased among them. The defense begun to
bend under the German repeated assaults, that desperately wanted to break
the encirclement. When the conclusion seemed near, elements of the 41st
Armored Infantry Regiment joined the fray and saved the American
defense from collapsing. The bulk of the Germans was repelled in the pocket, leaving on the field 126 KIAand 9 tank wrecks. Only a few groups succeeded in escaping. For their part, the Americans did not communicate their
losses on this action. But they had to have been at least as high as the
Germans.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Russian wins at game end if they control
all the multihex buildings on board 3. The Germans lose immediately
if all their AFVs are destroyed or captured.
END
RUSSIAN moves first
Elements of the 1 st Stabs Company, Panzer Battalion Brandenburgand of Panzer Anti-Aircraft Battalion
Kurmark, Panzergrenadier Division Kurmark[ELR:2]
set up on board 18 on/west of hexrow H and/or on board 3 on/west of hexrow Z and/or on board 4 on/west of
hexrow H in hexes numbered 2 {SAN:4}:
Elements of 102 nd SS
Panzer Battalion
enter on Turn 4 along
the south edge OR
along the west edge of
board 18:
SSR:
1. EC are wet with no wind at start.
2. Level 2 Hill hexes are Level 1 hill hexes.
3. Board 3 undergoes a pre-game bombardment.
4. The Russian player receives a 120mm+ OBA module with plentiful ammo with an offboard
observer secretly placed before German setup on a Level 2 edge hex on/between 3GG and 4A10.
This module may not use more than 2 missions; at least one of the two must be a smoke mission.
5. Russian squads have a PF capability with an Availability number of 1. These SWare inherent (C13.31) but Captured Use does apply. The other PF rules apply normally.
6. One German squad equivalent and all Leaders/SWs stacked with it may setup HIP. The
German AFVs may not setup in buildings. Kindling and Bore Sighting are NA. The SPW
251/21 is a vehicle that came with the KGPI module. If it is not available, you may replace
it with a SdKfz 7/1.
AFTERMATH: Under the Russian artillery fire, the Panzers had problems
regrouping in Golzow. The Russians added to the confusion on the
German side by firing a thick smoke screen at the edge of the village. The
defenders had barely pulled themselves together when the first T-34
emerged from the smoke. But blinded and without their supporting
infantry, the first beasts roaming the streets were easy prey. Supporting
each other, Grenadiers and Panzers isolated and destroyed the tanks of
the first wave one by one. But after the T-34 came the Stalins and assault
guns loaded with infantry riders. The fights where extremely violent and
the losses dreadful. When all seemed lost, some Tiger II called on for
help joined the fray. Under the shock, the Russians lost their nerve and
finally withdrew. The breakthrough attempt ended in a bitter failure. That
would nevertheless be only a respite before the unavoidable conclusion.
BOARD PLACEMENT:
BALANCE:
Add a Leader 8-1 to the North Korean
group that enters on turn 1.
VICTORY CONDITIONS: North Korea wins at game end if they control 20 of the 30 hexes Level 3.
Elements of 16 th and 18th Infantry Regiments, 4th Division and of 107 th Tank Regiment [ELR:4]
enter on Turn 1 along the north edge (see SSR 4) {SAN:2/4 (see SSR5)}:
SSR:
1. EC are wet with no wind at start, the weather is Overcast with Heavy Rain (E3.51). The Rain can never
stop: on a Wind Change DR of 3, the rain intensity stays or becomes normal. Kindling is NA. No buildings or Gully or Bridges exist. The only existing road is the 18Q10-18Q6-15R9-15Y1 Road.
2. The Americans receive a 100+mm OBAmodule (HE only) with Scarce Ammunition.
3. The 75* RCL can be used by Squads/HS without Non-Qualified Use penalties. All American units
(EXC: 107 MTRs) may setup in foxholes of appropriate size. The American player must set up 8
squad equivalents on/west of hexrow V and 8 Squad equivalents on/east of hexrow S.
4. The North Koreans are considered Russians only for HOB DRMs (i.e.: Human Wave and deployment
are not allowed). The 4-5-8 squads have Assault Fire and Spray Fire capabilities. The 60mm dm MTR
is a Chinese MTR. The North Koreans may use all Russian SWs, Chinese SWs and American 60mm
MTR (M2) without Captured Use penalties.
5. The North-Korean SAN is increased from 2 to 4 as soon one North Korean MMC enters the playing
area on Turn 4.
6. Place 3 T34 Wrecks in the following hexes: 15S7, 15T4 and 15V2. The North Korean player then determines with random selection which one is burning (a tie may result in more than one burning).
BOARD PLACEMENT:
BALANCE:
In the Victory Conditions, replace
10 VPwith 8 VP.
END
SSR:
1. EC are Moderate with no wind at start. Bore Sighting and
Kindling are NA.
2. Grain is in season
AFTERMATH: The officers moved daringly ahead of their men to lead them
forward. Captain-commandant Renkin, cane in hand, gave direction to the
mixed formation. Despite murderous enemy fire, the Belgians advanced some
700m and pushed back the Germans, forcing them to defend themselves. No
fewer than 46 of the advancing men were killed, including Renkin. By nightfall, the overall situation forced the Belgians to relinquish the ground they had
just recaptured. Major Leclerq ordered that arms be presented to the fallen:
once united in action, they were now united in death.
BOARD PLACEMENT:
BALANCE:
Replace the MMG with a HMG
in the Japanese OB.
END
Elements of the 10 th Company, 9th Colonial Infantry Regiment (Cpt. Carli) [ELR: 3]
set up on board 2, on/north of hexrow H in hexes numbered 2 and 7 {SAN: 3}
SSR:
1. EC are Moderate, with no wind at start. PTO Terrain is in play but:
Woods/Jungle are Brush.
Swamps are Marsh.
The Stream is Dry
2. Place Overlay 2 on 37D2-D1
3. The French 60mm mortar suffers from Ammunition Shortage. The 81* mortar
is a Stokes; its B# is 11 and it has a ROF of 2.
4. Starting from Turn 5, Good Order French units may exit the west edge. Units
exited by the French do not count toward Japanese CVP.
5. The fortifications may not set up HIP, the Pillboxes must have a LOS on 1
hex of the northern edge
AFTERMATH: Early in the morning, Sguins men spotted a pair of guns sporadically firing on the fort as well as soldiers slowly unloading from 30-odd trucks and
preparing to launch an attack. Opening up with great accuracy, the MG of this outpost
section neutralized the guns. At that point, the Japanese commander then turned his
men around and they started assaulting the hilltop. But across the road, the Colonials
in the fort reacted to this move and their mortars caught the moving Japanese from the
rear. The Japanese soon had had enough and retreated to the north. Taking the advantage of the break, Sguins section returned to the fort. Despite this success, the situation remained difficult because ammunition was short. Late in the afternoon, the
commander decided to fall back, leaving a few volunteers to watch over the wounded. The Japanese would massacre them all when they finally took the fort.
PYRRHIC VICTORY
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
The DB is Recalled a the end of
Turn 4 (SSR 4).
3 4 5 6 7 8
END
Elements of A Troop,
Northumberland Hussars,
102nd Anti-Tank Regiment
set up on/east of hexrow K:
Elements of B and C
Squadrons, 4t h Hussars
Regiment enter on
Turn 1 on/ between
18Q1 and 3GG6:
Elements of A
Squadrons,3rd RTR
enter on Turn 2
on/between 18Q1 and
3GG6:
SSR:
1. EC are Ground Snow, with a Mild Breeze from the northeast at start.
Roads are plowed.
2. The A10 MkIACS Cruiser has HE9 with an FP equivalent of 12FPonly
and a Basic TK# of 7. It thus has Functioning MAfor Overrun purposes.
3. German vehicles entering on Turns 1 and 2 have already spent half their
MP allowance (FRD). The German Sniper may not be activated prior to
Turn 2.
4. The Germans receive automatic Air Support on Turn 1 in the form of one
DB39 with bombs. This DB is Recalled at the end of game Turn 3.
5. Starting from Turn 3, dusk causes a +1 LV Hindrance to all fire.
AFTERMATH: The fighting started right away. Two Hussars squadrons threw themselves at the
Germans without further ado: the action turned into a slaughter. Despite their bravery, Sir
Winstons Hussars were felled one after the other. Nevertheless, the German victory did not last
very long. Rushing straight for the 1st Armoured Divisions HQ, the Panzers stumbled upon the
2-pdrs of the 102 nd Northumberland Hussars. Eight tanks were quickly knocked out and the
German momentum was broken. And that was not the end of it. Two Cruisers squadrons, coming
to help, set another five on fire within a few minutes. However, Brigadier General Charrington,
the Brigades commanding officer judged that it would be safer to withdraw without delay. Night
was falling and it would be easier to disengage under the cover of darkness. Immediately, gunners
and infantrymen started falling back and once again, Mackay Force escaped. But losses had been
heavy. Too heavy in fact, for what proved to be the 1st Armoured Brigades first, and last, action.
BALANCE:
BOARD PLACEMENT:
END
Elements of 1 st Bersaglieri Motorcyclist Company, 1st Battalion, 80th Infantry Regiment [ELR: 3]
set up/enter as indicated {SAN : 3}.
Set up on board 10, on/west of hexrow M:
SSR:
1. EC are Moderate, with no wind at start. Kindling is NA. All buildings are
wooden.
2. The Russians receive a 70+ mm OBAmodule (HE only) with Normal
Ammunition.
3. Starting on Turn 2, the Italians receive a 70+ mm module (HE and smoke)
with Normal Ammunition and an Offboard Observer secretly recorded during
the Italian Turn 2 RPh at Level 2 along the west edge. The first Battery Access
draw is automatic (withdraw a black chit from the Draw Pile).
AFTERMATH: The situation being urgent, the remainder of the supporting company
were sent forward and artillery support was requested. Russian guns and mortars
broke up the assault attempts. However, Lt. Moris 3rd Company outflanked the
defenders, forcing them to fall back. Lt. Carbonaris group, made up of HQ
Company personnel, intervened just as the Russians were in full retreat. The village
fell by 1930. In his report, Colonel Chiaramonti praised the behavior of his
regiment as heroic and worthy of its motto Nel nome di Roma (In the name of
Rome). The truth is that the Russian rearguard had successfully delayed Pasubios
advance.
DANGEROUS CROSSROADS
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add a 7-0 to the reinforce ments entering on Turn 2.
buildings 11Q3 and 11I6, provided they have suffered <30 CVP.
SETUP is simultaneous (see SSR4)
END
B Company, 1 Battalion,the Rifle Brigade [ELR:3] and elements of C Squadron, 17th/21st Lancers
Enter as indicated {SAN: 2}.
Enter Turn 1 on the south edge, between O10 and S10:
SSR:
1. EC are Moderate, with no wind at start. Kindling is NA. Woods are Olive Groves.
These Olive Groves are not inherent Terrain and only the Woods depiction is treated
as Olive Groves. They are considered Woods during the RtPh.
2. 83-3-8/3-3-8 are Assault Engineers.
3. Each Carrier carries a 2-4-7 HS as per D6.82
4. The defenders on-map set-up and the attackers offboard set-up are simultaneous.
Install a screen between the players.
5. Remember that Surrender cannot be rejected in North Africa.
AFTERMATH: A few Valentines bogged down in a wadi, but the majority of the
squadron reached the crossroads where it came under fire from the Semoventes
concealed near the farms dominating the road. AValentine and a Crusader were
damaged but the Italian AFV were quickly knocked out. The defenders fire
stopped the infantry dead in its tracks and a Carrier was blown up by a mine.
Despite armor support, the attack bogged down, and the reserve infantry section
and the close support Crusaders had to enter the fray to dislodge the German
Pioneers and the Italian infantrymen. The last defenders surrendered at around
1300. Their resistance had bought some time for the Axis.
BOARD PLACEMENT:
BALANCE:
Replace a PzIVF2 with a
PzIVH in the German OB.
VICTORY CONDITIONS: The German wins at game end if he has exited 20 VPalong the north edge of board 18, provided he has accumulated 10 Casualty VPmore than the American.
END
Elements of Kampfgruppe Koch (7th Panzer Regiment and 5 th Paratrooper Regiment) [ELR: 4]
enter on Turn 1 on southeast edge between 25R10 and 18GG6 {SAN: 2}:
SSR:
1. EC are Moderate, with a Mild Breeze to the southwest at start. Woods and Orchards are Olive Groves.
Olive Groves in hex depicted as Woods are considered Woods during the RtPh; they are not Inherent
Terrain and only the Woods depiction is treated as Olive Groves. Hedges are Cactus Hedges. All buildings are stone buildings. There are no roads.
2. All US 75 and 37LLAPmunitions have their TK# reduced by 2: training ammunition was being used.
3. The US player may remove the MG from his M2 (not the M2 GMC 37LL, see SSR 5), M3, M3(MMG)
and Jeep and may disembark their Crews, but, at Set-Up, such MG must be possessed by units otherwise
allowed to remove them from the vehicles. Furthermore, vehicles so abandoned must set up in the same
Location as, or adjacent to, their Crew. The US player may not voluntarily destroy his vehicles (D5.411).
US MMCs may set up in foxholes of appropriate size, if otherwise allowed.
4. After Set-Up, each US MMC undergoes a PTC, with no other result applied than Pin, if failed.
5. The M2 GMC 37LLis a M2 half-track with a 37LLMA. (The 37LLs C7 and its ROF are retained, but
the MAis Turreted: this is not a Portee). The vehicles MG are retained with all their characteristics, but,
if the MAis fired, only one of the MG may fire during the same fire phase. None of the vehicles MG
may be removed. No Passenger may be carried by this half-track. Place a turret marker to distinguish it
from a normal M2.
6. The German receives an 80+mm Battalion MTR OBA module. Air support is also available to the
Germans as a single DB42 with bombs which enter play as per E7.2. The plane can remain in play for 3
Turns.
27th Armored Field Artillery Battalion held the south sector of the jebel. The Germans
tried blocking the Americansretreat to the Bordj Toun bridge. The American infantry
was scattered by the attack but Battery Cs intervention stopped the panzers. However,
enemy fire, especially MG fire, decimated the T19 and M2 GMC crews. Having
knocked out 8 tanks, the survivors surrendered. The M7s of Battery B then moved forward but they couldnt contain the German attack. 13th Armored Regiments reinforce ments, although they outnumbered the enemy, were late in arriving and then went on
the attack with no intelligence about the enemy. A light tank battalion reinforced with
M3 medium tanks attacked from the east and the west, but the east detachment was
delayed. The other detachment came under concentrated anti-tank fire and retreated
after losing 5 M3A1. The American defenders fell back toward Jebel bou Aoukaz, 6
kilometers to the rear. The Americanspoor coordination had compounded the limitations of their tactics and of their equipment. The Germans had proven themselves worthy spiritual heirs of Rommel.
th
LAST FIGHT
Translated by Coastal Fortress Gaming Group
3 4 5 6
END
9th Company, 7th Morrocan Skirmisher Regiment [ELR: 3] and elements of Derbyshire Yeomanry
enter on Turn 1 on/between GG4 and GG7 (AFVmust enter on road hexes) {SAN: 3}:
SSR:
1. EC are Moderate, with no wind at start. Kindling and Bore
Sighting are NA.
2. Place Overlays as follows: OG2 in P4-Q4; OG3 in R5-S6; B5 in
W3-W4.
3. Armored Assault is NA. Road Movement Rate is NAfor vehicles.
4. A +1 nightfall LV Hindrance is in effect starting on Turn 3.
29 LETS GO
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Add a 8-1 Armor Leader to the US OB
Add a MMG to the German OB
(Only hexrows A to P on
board 16 and R to GG on
board 22 are in play)
END
Elements of K and L Company, 3rd Battalion of 116 th Infantry Regiments Stonewallers [ELR: 4]
and of 743 rd Tank Battalion enter on Turn 1 on east edge:
SSR:
1. EC are Moderate, with no wind at start.
2. Place Overlays as follows: St1 in 16N4-N5; Hd5 in 16E9-F8; Hd9 in 16I9-J8. The
Stream is Shallow. There is a One-Lane Stone Bridge in 16N4 linking O5 to M5. On
board 16 only, half-hexes included, apply the following terrain changes: Hedges are
Bocage (B9.5) Grainfields are Mudflats (B16.7), and furthermore, whenever a vehicle
enters an Open Ground hex without crossing a road hexside, a Bog Check (+1 DRM,
Soft Ground) must be made, as if EC were Mud (D8.23). On board 22 only: all buildings
are stone buildings.
3. Board 22 and board 16, west of hexrow C, inclusive, undergo a PreGame Bombardment
(C1.8).
4. The first MC successfully passed by a non-Elite US MMC creates a Hero. No other Hero
can be created in this fashion.
BALANCE:
BOARD PLACEMENT:
END
Elements of 1 st Battalion, 2nd Moroccan Skirmisher Regiment and from 654 th Divisional
Anti-Tank Battery [ELR:3] set up on board 11 {SAN:4}:
Elements of 2 nd Battalion, 35th Panzer Regiment and 2 nd Battalion of 12 th Assault Regiment [ELR:3]
enter on Turn 1 and 2 along the east edge (see SSR 4) {SAN:2}:
SSR:
1. EC are moderate, without wind at start. Kindling is NA. Level 2 Hills are Level 1 Hills. All hexes
numbered 3 on board 11 are Railways. These hexes may be marked with the Tactiques RR overlays
(RR1 and RR2), or any convenient counters. These Railway hexes are Sunken (SuRR, B32)
on/between 11B3 and 11J3 and on/between 11W3 and 11BB3. Otherwise, they are Ground Level RR.
2. The French receive a 100+mm OBAmodule (HE only) with plentiful Ammo, directed by an offboard
observer, secretly placed before German setup at level 2 on western edge on/between 11A1 and 11Q1.
3. All French units [EXC: 47Land 25LL], may setup in Foxholes of appropriate size if allowed by the
Terrain.
4. 6 or more Germans AFV must enter on turn 1. The other units may enter on turn 1 or turn 2. All
Germans AFVentering the playing area are considered to have expended the half (FRU) of their MPs
allotment.
5. AP mines cant be exchanged for AT mines. AT minefields must setup as known minefields, as if
placed on paved road (B28.53) on any terrain.
COUNTRY PARTY
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The British win at game end if they control
Building 10Z6 and 4 other multi-hex buildings (Rowhouses are considered multi-hex buildings for control rules)
END
Elements of 751 st and 752nd Grenadier Regiment, 326th Infantry Division [ELR:3]
Sets up on/south of hexrow P{SAN:4}:
SSR:
1. EC are moderate, with no wind at start. Kindling is NA
2. Hedges are Bocage (B9.5). Place the following overlays: Hd4 in M9-L8, Hd5 in N2-M2, Hd6 in T4-T3, Hd7 in U10-T9,
Hd9 in M4-L4 and Hd11 in P4-P5 (Tactiques Hedges overlays). The openings in some Overlays Hedges are Breaches
(B9.541). The Rowhouses are normal multi-hex buildings (The black bars do not exist)
3. One German squad-equivalent may setup HIPwith all Leaders/SWs stacked with.
4. Before German setup, the British player secretly records a Pre-Registered hex, within LOS of a hypothetical offboard observer placed at level 3 on the north edge. The British player also chooses at the same time a game Turn (1 or 2) and a fire phase
(PFPh or DFPh). At the start of the chosen fire phase, he chooses an OBAmission (70+mm HE, concentrated or harassing,
WPor smoke) and places a FFE:1 on the Pre-Registered hex, rolls for accuracy (C1.732), and resolves the FFE:1. The FFE:2
is resolved at the next fire phase in the same final location (without any correction). No chit draw or extra-draws are required.
No other mission is available for this OBAmodule.
5. Hexes sharing a Bocage hexside with a road hex are equivalents to building hexes for Street Fighting purposes in the accord ing road hex.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The American wins at game end if they have
exited 12 VP of Good Order Infantry off the north edge of the mapboard on/east of hex row Y, OR if they have 10 VP of Good order
infantry on/east of hex row V.
M5A1s are Recalled at the beginning of Turn 5 Only hexrows R to GG are playable.
M5A1s are Recalled at the beginning of Turn 3
END
G company, 307th Infantry Regiment and elements of D Company, 706th Tank Battalion [ELR: 4]
Enter as indicated {SAN:2}:
2nd Platoon enter on Turn 1
on/between GG4 and GG7
Elements of D Company:
enter on Turn 1 on Y1
SSR:
1. EC are moderate with a Mild Breeze blowing from the North. PTO Terrain
is in effect with Dense Jungle. Place the following overlays: Wd5 in W7W8, Wd3 in V5-U6, Wd4 in V4-U4 and X9 in X6.
2. Two Japanese squad-equivalents may setup HIP in addition to the standard
10% allowance(G1.631).
3. The M5A1s are placed under Recall at the start of Turn 4.
4. The M5A1s may not enter, nor move adjacent to a hex occupied by any nonHIP Japanese unit [EXC: Recall]. (Japanese Dummy Stacks are considered
enemy Units, see Index). M5A1 crews may not Voluntarily Abandon their
vehicles.
AFTERMATH: Contradictory orders caused confusion from the start of the assault. The
2nd and 3rd Platoons advanced in leap-frog fashion, supported by the fire of 4 M5A1s.
But the tanks and infantry were uncoordinated and the American tankers showed
even less bravery when the enemy remained totally unseen, except for the fire of light
weapons form the jungle. The 1st Platoon arrived at the scene of the battle and the
Green House was taken. At this point the M5A1s withdrew, allowing the Japanese
to begin anew their deadly fire. Casualties mounted and the attackers were pinned
down, unable to ascertain the enemy positions. Later reinforcement by Company H
and several more tanks finally allowed the Americans to withdraw. The isolated 1st
platoon had lost 26 GIs, most of whom had been killed by an enemy they never saw.
PANZERS MARSCH!
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
Exchange the German 9-1
Armor Leader for a 9-2
END
GERMANS move first
SSR:
1. EC are moderate, with no wind at start. Kindling is NA.
2. Buildings are all single-story. On board 5, hexes GG7, V8, U9, T8,
S8, R8 are stream hexes, the other terrain type (Wood or OG) still
exists. The Gully 5FF1-W2 does not exist, the Gully 5FF7-W9 is a
Stream, the other terrain type still exists. Bridges Z9 and EE2 do not
exist. The Stream are Deep.
3. German Vehicular Crew may not voluntarily abandon their vehicle.
AFTERMATH: The Panthers, using their guns and machineguns, cleared out the
area south of the village, in the process destroying several anti-tank guns and
two tanks. The infantry then entered the village and seized the bridges without
encountering major opposition. Several Russian units, including tanks, fled to
the north-east. The village was secured with little hindrance from the Russians
who for the most part, realizing their numerical inferiority, abandoned their
positions. The second bridge to the north-east of the village was rapidly controlled by the Germans.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The Allied player wins at game end if there
are 3 unbroken German squads (or equivalents) on/between hexrows
20W-8K and 20AA-8G.
4 5
END
Elements of 1st Motorized Battalion and 2nd Grenadier Guards, Guards Armoured Division [ELR:4]:
enter on Turn 1 on the south edge:
SSR:
1. EC are moderate with no wind at start. Place Overlays as follows: RR11 on 8I9-8I8 and RR7 on
20Y6-20Y5. The Railway type is all ElRR (B32.1) and is considered a Stone Bridge in 20Y2, 8I9,
8I8 and 8I7 (B32.4 and B32.42 apply). On all other railway hexes no Bridges exist (B32.4 and
B32.42 are NA). The Railway Terrain (ElRR) continue to exist offboard (i.e. a board butted lengthwise on the southern edge of the playing area would have its hexrow Y or I all made of Railway
(ElRR) Terrain). An alternative is to use Tactiques RR overlays: RR3 on 20Y10-Y9 and RR6 on
8I4-I5, RR6 removing all possible confusion on the Bridge nature of the Railway on 8I9-8I7. At the
beginning of Turn 4 until the end of the game, a LV Hindrance of +1 applies (E3.1). Swimming is NA.
2. Buildings 20Z3 and 20U2 are Factories (B23.74). Hills do not exist, but all other terrain on the hill
depictions exists, but at level 0.
3. Allied Troop rules apply (A10.7) between American and British troops.
BALANCE:
Replace 9-1 Armor Leader with a 9-2
Armor Leader in the French OB
END
SSR:
1. EC are Ground Snow (E3.72) with no wind at start.
2. The river is a Canal (B21.11). Although EC are Ground Snow, the Canal is not Frigid. The
Current is Slow. The Canal is Fordable (B21.41-43). A Footbridge (B6.44) exists in 40Q2-Q3.
Hills do not exist (the Terrain depicted on is at Level 0 instead).
3. German units and French vehicles have Winter Camouflage (E3.712).
4. The Germans receive one module of 80+ mm Battalion Mortar OBA with Normal Ammunition
directed by an Offboard Observer located at Level 2 along the south edge.
5. French units that set up in Concealment Terrain are automatically Concealed (the ? counters
in the OB are designed to be used to form dummy stacks). Infantry may be set up in Foxholes
of appropriate capacity if permitted by the other terrain in the hex.
6. The inherent squad in the M3(MMG) is a 458. The inherent 458 and the MMGs of the
M3(MMG) may be Removed (D6.631) prior to French set up.
BOARD PLACEMENT:
BALANCE:
Add a 6-5-8 and LMG to German
reinforcements
END
SSR:
1. EC are moderate with no wind at start. The Bridge in BB5 does not exist. Woods are shellholes. Buildings
are Stone. Single Story Buildings are Stone Rubble. Orchards are not in season. Place Overlays as follows:
X15 on 6Z7-Z6, X16 on 23X0-W1, X14 on 23U3-U2, X18 on 23S4-R3. The Rooftops of Building 23Y7
and of the buildings on Overlays X15 and X16 are playable. All Locations of the buildings of Overlays X14,
X15 and X16 are Fortified (B23.9) (EXC: eventual rooftop). Place the roadblocks on hexsides 23X3-X4 and
23X2-X3.
2. Night Rules are in effect. Initial NVR is 2 hexes, with a half-Moon. Russians are the Scenario Attacker, and
the Germans are the Scenario Defender. However, German forces which enter during the game may use
Cloaking. The Russian Majority Squad Type is Stealthy, while the German Majority Squad Type is Normal.
3. The 20L Flak 38s may set up on Rooftops (B23.85 is NA). German Units are considered Fanatic while they
are in the Overlay X16 Building.
4. The German player may Boresight the HMG and MMGs (E1.71).
BOARD PLACEMENT:
BALANCE:
Replace the 9-1 leader with a
9-2 leader in the German OB
END
SSR:
1. EC are moderate with no wind at start. The only bridge is at X3. Woods are Shellholes. All buildings are
Stone. Single story buildings are Stone Rubble. Orchards are out of season. Place the following overlays: X15
in 6Z7-Z6, X16 in 23X0-W1, X14 in 23U3-U2, X18 in 23S4-R3, X17 in 23O4-O5, Rt in 6L10-K10, OG3
in 6N5-M6 and P5 in 23Q1-R1. Buildings 23Y7, X15 and X16 have playable rooftop locations. Buildings
X14, X15, X16 and L10 (Reichstag) have all their locations (EXC: eventual rooftop) fortified (B23.9).
2. Place 4 Shellholes in 23P3, 23P4, 23Q4 and 23Q5. Place 6 AT-Ditches from 6Q5 to 6Q10. These AT-Ditches
are flooded and the MF cost to enter/exit is 3MF + COT instead of 2 (see B27.56).
3. Because of the dust raised by the incessant shelling of the area, Mist (E3.32) applies.
4. The 88L is under Ammo Shortage. Germans have a Level B Booby Trap capability (B28.9) south of the Canal.
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Japanese win if they have 20 VPs of good
order infantry on board 25 at scenario end.
END
SSR:
1. EC are dry, with no wind at start. Hammada is Brush. Light Dust is in effect.
Place the following overlays: E1 on board 25 [F12.5], SD5 on 28G5-H5,
SD8 on 28X4-Y5 and D1 on 28P5-Q5.
2. Board 25 undergoes a Pre-Game Bombardment [C1.8]
3. Japanese have MOL capability which is limited to use against Russian AFVs.
4. The Russians receive a 100+mm OBA module (with HE and Smoke) with
plentiful Ammo and 2 Pre-Registered Hexes. This module is directed by an
offboard observer placed on level 3 on the south edge. Barrages [E12] are
available, but they must be positioned on an east-west alternate hexgrain.
AFTERMATH: The tanks opened fire to cover the infantry progression. The first Soviet
elements reached the foothill and the first Japanese defense line. This first attack was
repelled with the help of the grenade launchers while most of the infantry was still occupied fixing the machineguns damaged by the bombardment. The bulk of the Russian
infantry, around 3 companies, started to climb the hill, reached positions 40m from the
crest line and attacked with hand grenades. The Japanese withdrew, while killing with
grenade launchers any Russian Infantry moving in open ground. Facing the 5th
Company, the Soviets, with no special desire for close combat, did not push forward and
the fight degenerated into a grenade-launching contest. The Japanese 6th Company was
less lucky since the Russians charged their trenches and a confused melee followed. The
Japanese still did not give up and resisted even if outnumbered. The Russian finally
withdrew in good order, but lost 60 KIA in front of the 6th Company positions.
MOUNT AKAYAMA
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Japanese win immediately when the AT 45L
Gun and the Russian MMG are both destroyed or captured.
END
Elements of 1st Independent Battalion, 603rd Infantry Regiment, 82nd Division [ELR:2]
set up as indicated below {SAN:3} (see SSR 4):
Group 1: set up on hill hexes on/between hexrows D and H:
1st and 2nd platoons of 6th Company, 2nd Battalion, 28th Infantry Regiment [ELR:4]
enter on Turn 1 along the east edge {SAN:2}:
SSR:
1. EC are wet with no wind at start.
2. Night Rules [E1] are in effect. NVR is 3 with no moon and no clouds. Japanese are
Scenario Attackers and Russians Scenario Defenders. The Majority of the Japanese
squads are stealthy and the majority of the Russian squads are normal.
3. Place OG3 overlay on B5-C6. Orchards are Crags.
4. Russians leaders from Groups 2 and 3 can only gain Freedom of Movement with a dr
ELR [E1.21] as long as no Japanese MMCs entered their respective setup areas.
5. The Gun and the MMG cant set up in the Wadis. They must setup on Level 2 or 3 for
the Gun and on Level 3 or 4 for the MMG. They cant be moved (carried or pushed)
during the scenario.
6. The Japanese are given a recon dr [E1.23].
AFTERMATH:
Before assaulting the Hill, Captain Tsuji ordered fire from all company
mortars on the Soviet positions. Taking advantage of the confusion resulting from this mortar preparation, Tsuji led a platoon on the Russian flank
and swept down on the first Russian positions where the swords and
bayonets of the Nippon soldiers achieved a slaughter. The Russian
survivors withdrew to the next position, better prepared. There, The
Russians defended themselves vigorously and all the Japanese officers
were killed, except Tsuji. Finally the Russians withdrew under the cover of
the night.
BOARD PLACEMENT:
BALANCE:
Delete SSR 4
VICTORY CONDITIONS: The side that scored the most VPs wins at scenario end.
Each side scores CVPs normally (EXC: Prisoners never count double their normal
Victory Points). The French also score Exit VPs by exiting units on/between GG4
and GG7.
END
SSR:
AFTERMATH: In the night before the attack, the French artillery observers conducted a
1. EC are moderate with a Mild Breeze blowing from the northwest at start. Kindling is
NA. PTO terrain is in effect with Dense Jungle. Rice Paddies are drained. Road A5-P5Q6-GG5 does exist.
2. Place the following overlays: 1 in DD8-DD9, P2 in oT7-oU7, X6 in oY7, RP5 in oX6oX7, RP4 in oW9-oV8, RP2 in oU6-oV5 and RP1 in oT6.
3. Thai units are represented by Chinese units; Chinese troop rules dont apply [EXC:
G18.2 does apply]. The 5-3-7 MMCs have Assault Fire.
4. No column may Disband [E11.53] as long as no Thai units are known to any French
unit. When a Thai unit is known to a French unit, any column may Disband. The
Columns must move toward the western edge at maximum speed without using
Double-Time. French Green units have an ELR of 2.
quick recon that largely underestimated the Thai forces. No more recons were attempted, the French Command feeling them unnecessary. For that reason, the FrenchCambodian forces left their positions without taking any security precautions and without coordination with the HQ. The Thai opposition was well equipped with semi-automatic and automatic weapons (The Thai army was modernized by the Americans in
1939). Confronted with this problem and with many snipers camouflaged in the trees,
the Cambodian troops of the mixed Battalion ran away. The artillery was inefficient in
this enclosed terrain and only the arrival of the Colonial troops allowed stabilization of
the front. Luckily for the French Command, the Thai High Command didnt realize the
situation and didnt exploit its advantage. Finally, at the end of the month, the fights
stopped because of the cease-fire imposed by the Japanese.
BREAKWATER
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
END
RUSSIANS set up first
Elements 257th Infantry Regiment, 83rd Infantry Division [ELR:3] set up as indicated below {SAN:3}:
set up 8 hexes from 12Q3:
set up 2 hexes
from 12Q5:
Elements of 4th Shock Army [ELR:3] set up/enter as indicated below {SAN:2}:
Elements of the 11th Brigade
set up on board 7 in woods and/or
building hexes on/between hexrows
AA and P, west of the river:
SSR:
1. EC are Deep Snow (E3.73) with no wind at scenario start. Russian units have Winter Camouflage (E3.712).
Buildings have no upper Levels. Place a Stone Rubble counter in 12R7. The Road 34P5-A5-12GG5-T6 is Plowed.
No Road is paved.
2. Extreme Winter is in effect (E3.74) [EXC: B#/X# of German AFV mounted SWs/Guns and/or from SWs/Guns in
building hexes is reduced by 1 instead of 2]
3. Trenches are connected to ADJACENT Building Locations. Infantry units do not expend MFs to enter/exit the
Trench and are not subject to Snapshot if they enter/Exit a Building Location without using bypass. VBM is allowed
to Vehicles otherwise allowed to enter a Trench Location (according MPs must be spent and Bog must be rolled).
4. The first time a German non-crew MMC from KG Richter enters a board 12 multi-hex Building, all the remaining
MMCs from the 257th Infantry Regiment become Fanatic and all Russian MMCs see their GO ML reduced by 1 for
the rest of the scenario (Broken ML stay the same)
TERMINUS SENED
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: The first side that scores 30VPs wins the game. Each side
scores CVPs normally. In addition the American scores 5VPs for each of both hexes 4O6 and
4P6 controlled (the according VPs are lost as soon the hex control is lost). The Germans start
the game with 5VPs. If no side scores 30VPs during the game, the side which controls building 4O6/4P6 at game end wins.
END
Reinforced elements of 1st squadron, 8th Infantry Division Aosta and of 69th battery,
Bersaglieri Artillery [ELR:3] set up on board 4 on/between hexrows I and Y {SAN:3}:
enter on Turns 2-4 along the south edge (any/all may enter each turn) {SAN:2}:
SSR:
1. EC are Moderate, with no wind at start. Woods and Orchards are Olive Groves [F13.5]. They are considered Woods during the RtPh (only). Hedges are Cactus Hedges [F13.3]. All hexes numbered 5 on board 4 are Railways. These hexes
may be marked with the Tactiques RR overlays (RR1 and RR2), or any convenient counters. These Railway hexes are
all GLRR (B32). Place a Wooden rubble counter in 4N3 and 4P4.
2. The Americans receive a 100+mm OBA module (HE and Smoke) with the first access being automatic (take out a black
chit from the draw pile). The module is directed by an offboard observer secretly placed before Axis setup on Level 2 on
the west edge of board 4.
3. At the beginning of each of Turns 2-4, the Americans setup offboard the units that will enter during the Turn. Each unit
placed in setup and that does not enter the playing area during the American Turn is eliminated (and count toward CVPs).
All American units that have not setup on turns 2 or 3 must do it on Turn 4. The American sniper is placed at beginning
of the Turn when the first American infantry unit sets up offboard.
4. Before Axis setup, The American player secretly notes 3 Pre-Registered hexes. After his Turn 1 setup, a FFE:1 is placed
on each of this 3 hexes, rolled for accuracy [C1.732], resolved as a 70mm+ HE FFE and taken off the playing area.
5. The M3 (MMG) inherent squad is a 5-4-6.
BOARD PLACEMENT:
BALANCE:
The Partisans that should enter on Turn 2
enter on Turn 3 instead
END
Company Sabatier (12th Company, 2nd Battalion, Drme secret army) [ELR:5]
set up as indicated below {SAN:4}:
set up East of the stream:
(See SSR 2)
SSR:
1. EC are Moderate with no wind at start. Kindling is NA. The Stream is a water obstacle that can be entered
only by the Bridge. Building AA7 has a Level 2 location (with inherent stairwell and each of its locations
(ground, Level 1, Level 2) has a stacking limit of 1 squad equivalent (plus up to four SMC per Location).
2. The SPW 250/10 depicts an armored and modified French Unic P107 tractor. The SPW 250/10 counter
characteristics are accordingly modified as follow: Normal Size, 10 MPs, Red MPs, ESB use French
DRMs. All other characteristics remain unchanged.
3. Partisans use US and British SWs without captured penalties. The Baz 44 suffers from Ammo Shortage.
The SWs carried by the Partisans are kept offboard (with owners secretly noted) and placed onboard on
their first use. Partisan cant from multi-location FGs.
4. Germans have no PF capability.
AFTERMATH:
HIMMLERS HOUSE
Translated by Coastal Fortress Gaming Group
BOARD PLACEMENT:
BALANCE:
VICTORY CONDITIONS: Russians win at game end if they have at least
GERMANS set up
END
Flak 36: set up concealed and emplaced on X15 overlay building rooftop (B23.85 is NA).
Elements of 150th Division and of 10th Motorized Flamethrower Independent Battalion [ELR:4]
set up on/north of hexrow 23GG8-6R10 {SAN:3}:
SSR:
1. EC are Moderate with no wind at start. BB5 bridge does not exist. Woods are shellholes.
Buildings are stone. Single story buildings are Stone rubble. Orchards are out of season. Place the
following overlays: X15 in 6Z7-Z6, X16 in 23X0-W1, X14 in 23U3-U2 and X18 in 23S4-R3. All
locations of buildings from overlays X14, X15 and X16 are fortified [B29.3]
2. German units are considered fanatic for all purposes when in a building of overlay X16.
3. German SMCs and SS MMCs have an ELR of 3 (ML stays underlined), other units have an ELR
of 2.
4. Because of the dust raised by the incessant shelling of the area, Mist (E3.32) applies.
5. HtH CC is in effect (J2.31).
6. Vehicular crew cannot voluntarily abandon their vehicles. GO Infantry crews cant drop possession of their Guns (and voluntarily leave the Gun location).
AFTERMATH:
The Russian assault groups quickly entered the Department
of Domestic Affairs building but the clearing of the building was another matter. Fanatical, the German defenders
resisted resolutely, giving ground room by room only after
bloody close combats. The battle raged the whole day and
only the nighttime arrival of Russian reinforcements could
break the German resistance. The building was finally controlled by the Russians on 30 April, around 0430. At the
same time, small units from the 525th Regiment pushed up
to the Alsenstrasse. The Final Assault could start.
RED FLAG
Translated by Coastal Fortress Gaming Group
BALANCE:
BOARD PLACEMENT:
END
Assault elements of 150th Division and of 10th Motorized Flamethrower Independent Battalion [ELR:4]
set up south of the canal on/west of hexrow P {SAN:2}:
SSR:
1. EC are moderate with no wind at start. No Bridges exist, except X3. Woods are Shellholes.
All buildings are Stone. Single story Houses are Stone Rubble. Orchards are out of season.
Place the following overlays: X15 in 6Z7-Z6, X16 in 23X0-W1, X14 in 23U3-U2, X18 in
23S4-R3, X17 in 23O4-O5, Rt in 6L10-K10, OG3 in 6N5-M6 and P5 in 23Q1-R1.
Buildings 23Y7, X15 and X16 have playable rooftop locations. Buildings X14, X15, X16
and L10 (Reichstag) have all their locations (EXC: eventual rooftop) fortified (B23.9).
Each hex of the Rt Building overlay has a Level 3 Location and a Level -1 Location (use
cellar counters to represent them, even if normal building rules apply to these locations).
No LOS exists between Level -1 Location of the Rt overlay building and Locations outside the building. Only the stairways (triangular symbols) may be used to enter Level -1
Locations from ground Locations. Overlay Rt building is not Burnable Terrain and cannot
be rubbled. No AFV may enter any Location of the Rt building overlay.
2. Place 4 Shellholes in 23P3, 23P4, 23Q4 and 23Q5. Place 6 AT-Ditches from 6Q5 to 6Q10.
These AT-Ditches are flooded and the MF cost to enter/exit is 3MF + COT instead of 2 (see
B27.56). The cost to move from an AT-Ditch Location is 2MFs.
3. Because of the dust raised by the incessant shelling of the area, Mist (E3.32) applies.
4. The German 105 ART and 88L AA Guns suffer from Ammunition Shortage. German Guns
may use Boresighting. Germans have a Level B Bobby Trap capability [A23.7] south of the
canal. German DCs may setup HIP as Set DCs [A23.7]. German SMCs and SS MMCs have
an ELR of 3 (ML stays underlined) other units have an ELR of 2.
5. Russian 6-2-8 are Assault Engineers [H1.22]. Russians receives a 120mm+ OBA module with
Plentiful Ammo (HE and Smoke). Vehicular crew cannot voluntarily abandon their vehicles.
Russian GO Infantry crews cant drop possession of their Guns (and voluntarily leave the Gun
location).
6. HtH CC is in effect (J2.31).
AFTERMATH: The artillery support from the batteries located north of the Spree and
from the tanks and assault guns allowed the Russian assaulting infantry to quickly
progress. The defenders were however not disposed to surrender and several close
combats developed inside the building. The 150th Division followed to clean the
building. Although the issue was no longer in doubt, it was not until the 2nd of May
that the last defenders, hiding in the huge building, finally surrendered.
STALNI PROSTORI
RULES
The titles of the on-map setup extra costs charts on page SP7
are reversed. Switch 3 northernmost maps and 3 southernmost maps.
The orientation of board 2 on the large map for the 7/11 campaign date is incorrect. The orientation on the scenario card is
correct.